Saudi Cultural Missions Theses & Dissertations

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    The Impact of Saudi Arabian Secondary School Principals' Technological Leadership Skills on Students' Competencies and Performance.
    (Brunel University London, 2024) Alharbi, Hadeel; Ludhra, Geeta
    This dissertation explores the impact of female secondary school principals' technological leadership practices on students' technological skills and academic performance in Saudi Arabia, focusing on Saudi Arabia's Vision 2030 and the Tatweer education reform initiative. This research aims to evaluate how effectively female principals in Saudi secondary schools utilise technology and its influence on student outcomes. Using a mixed-methods approach, the study combines qualitative insights from open-ended questions with quantitative data from web-based survey questionnaires. Ten female principals from both public and private secondary schools participated, contributing to a comprehensive understanding of technology leadership. Key findings reveal that principals' technology leadership practices, particularly in the dimensions of visionary planning and connected learning, positively influence students' digital competencies and academic success. Principals who embrace these leadership qualities effectively contribute to equipping students with essential technological skills, which are vital for success in a rapidly evolving digital workforce. Despite significant government investments in educational technology, challenges such as inadequate infrastructure and teacher resistance were identified as barriers to the effective implementation of ICT in Saudi schools. This study emphasises the importance of strong technology leadership in fostering a technology-rich learning environment, promoting student engagement, and improving academic performance. The findings contribute to the limited literature on technology leadership in Saudi Arabian schools, particularly concerning female leadership, and provide insights for policymakers aiming to enhance the integration of ICT in education.
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    Comprehensive Creative Technologies Project: GraffAR: The Future of Graffiti
    (University of the West of England, 2024-04-18) alzahrani, yazeed ahmed; blaise, charlie
    Consider a world in which graffiti is more than just paint on a wall; it is a multifaceted experience that mixes physical and digital arts. This is the purpose of GraffAR, a new smartphone programme that enables users to create their own AR graffiti. GraffAR is meant for all users, not just technical pros. The software was designed with user experience in mind, with Unity serving as its technology foundation and Figma providing a user-friendly interface. This project investigates more than just the app itself. We'll look at GraffAR's technical features, its ability to shift public perceptions of graffiti, and the broader implications for education, community participation, and the future of AR technology.
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    Adapting to Change: The Integration of Artificial Intelligence (AI) to Address Labour Shortages in UK Hospitality
    (Bournemouth University, 2024) AlMalki, AlAnoud Awadh Yahya; Ladkin, Adele
    This dissertation explores the transformative role of Artificial Intelligence (AI) and digital innovation in mitigating labour shortages within the UK's hospitality industry. Amidst an era marked by significant staff deficits, exacerbated by demographic shifts, Brexit, and the aftermath of the COVID-19 pandemic, the hospitality sector faces unprecedented challenges. Through qualitative research, involving semi-structured interviews with four hotel managers, seven hotel staff and two customers. This study delves into the multifaceted impacts of AI integration on operational efficiency, employee dynamics, and customer satisfaction. Findings indicate that AI technologies—spanning predictive analytics, service robots, and digital training platforms—offer potent solutions to labour scarcities by enhancing service delivery, streamlining recruitment, and fostering workforce development. Yet, the adoption of such technologies is not without its challenges, including substantial initial investments, requisite skill upgrades for existing staff, and potential impacts on employment. This research further examines the distinction between AI-equipped and traditional hotels, revealing that while AI promises operational advancements and cost efficiencies, the human element remains irreplaceable in ensuring guest satisfaction. In conclusion, the study underscores the necessity of a balanced approach towards AI adoption in the hospitality sector, advocating for strategic planning and stakeholder engagement to leverage technology effectively while preserving the essence of hospitality's human touch. The insights gleaned from this investigation not only contribute to academic discourse but also offer practical guidance for hospitality managers and policymakers navigating the sector's digital transformation journey.
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    Investigating the Effects of Augmented Reality and Interactive Technologies on Learning and Engagement in Preschool Education
    (University of Dayton, 2024-05-03) Alnfisah, Moneera; Adams, Shauna
    In this qualitative study, we examined the effects of augmented reality (AR) and physical-digital interaction in educational applications on preschoolers' engagement, skill development, and collaborative learning in the classroom. Drawing on Creswell's (2018) systematic method, the research design included immersive participant observation and semi-structured interviews to document the lived experiences of young learners using the Osmo Genius Kit. The study, conducted across three varied preschool classrooms affiliated with a Midwestern university, included a representative sample of children aged 3 to 5 years, allowing for a thorough examination of AR's complex influence in early childhood education. This methodology allows us to address the research questions and gain a thorough grasp of how AR technology can be used to improve education in preschool settings.
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    You're Not Alone: the Intersection between Technology and Domestic Violence in the GCC
    (Saudi Digital Library, 2023-11-13) Alsugair, Lulu Hamed S; Parmanand, Sharmila
    The purpose of this project is to explore how technology and domestic violence are framed in relation to each other and what the current contexts are in which they are found within the states of the Gulf Corporation Council (GCC). Situating my research in the case study of a domestic violence organisation in Bahrain, hereafter known as “Organisation X”. I want to analyse the potentials, risks, and implications that arise from integrating technology as a lifeline for domestic violence survivors. The research aims to highlight how the push to use technology, more specifically, mobile applications, addresses the issues of domestic violence in terms of the survivor’s decision to get help and access to services and support. Furthermore, it explores how technology transformed its role as a facilitator, threat, and lifeline for domestic violence survivors. Additionally, I deployed the use of semi-structured interviews with key staff members in Organisation X, which were analysed through critical discourse analysis, thematic analysis, and the approach of the critical friend to understand the culture that contributed to the transition from a physical mobile helpline to an app. The findings from the interviews in relation to the intersection between technology and domestic violence were that technology expands the scope and scale of services that can be accessed by survivors of domestic violence, however, the extent to which these services will retain the same efficiency, quality, and longevity as those provided by locally based service providers and the state infrastructure is yet to be determined.
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    To what extent the United Kingdom Copyright Law is Protecting Video Games Comparing to other Jurisdictions?
    (Saudi Digital Library, 2023-10-23) Baqadir, Shahad; Dimita, Gaetano
    The copyright protection of video games remains a highly complex issue. The main issues stem from the complex nature of video games and how they should be classified for copyright protection. Different jurisdictions have adopted different approaches to protect video games under the Copyright Law. Some jurisdictions classify video games predominantly as software or audio-visual works, others as computer programs, and others treated video games as a "complex subject matter" with separate elements protected under Copyright Law. There is a challenge of new issues arising from the evolving nature of video games due to technological advances in computing and graphics.
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