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Journal : IJHCS

Cloud Computing in Business Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal on Human-Computing Studies Vol. 5 No. 3 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i3.4162

Abstract

Businesses need the means to enhance their efficiency, productivity, and overall performance in today’s modern competitive climate, and cloud technology offers a flexible means of doing that. Cloud computing is the delivery of computing services including servers, storage, databases, networking, software, analytics, and intelligence over the Internet (the cloud or virtual space). This implies that businesses will move their whole operations to the cloud. Many businesses are not willing to make this change because it is an expensive and sometimes complicated operation. The cloud can help a business save money, become more agile, and operate more efficiently. This paper provides an introduction on cloud computing for businesses. It identifies the strengths, weaknesses, opportunities, and threats for the cloud computing use in the business environment.
Cloud Computing in Education Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal on Human-Computing Studies Vol. 5 No. 3 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i3.4163

Abstract

A cloud platform makes it easier for students and teachers to access educational resources. Lesson plans, coursework, and assignments can be uploaded, updated, and accessed anytime by students. It is easy for educators to monitor coursework and access students’ progress without having to meet face-to-face. A teacher can work from anywhere, connect their students to multiple programs and applications, and save all their lesson plans and assignments to the cloud. This paper provides an introduction on cloud computing for education.
Gamification in Ecommerce Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal of Human Computing Studies Vol. 5 No. 5 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishing LLC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i5.4376

Abstract

By nature, gamification thrives in the context of competition to win. Autonomy, rewards, participation, contest, and absorption play an essential role in its success. Gamification is the most entertaining technique to consider in engaging customers in the ever-evolving world of e-commerce. Ecommerce gamification is the technique for integrating game elements into your marketing strategy with the intention of entertaining users and influencing their behavior. This strategy is changing the way we shop in ecommerce and has many advantages, both for the shoppers and the stores. This paper provides an overview on gamification ecommerce with examples.
Gamification in Lifestyle Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal of Human Computing Studies Vol. 5 No. 5 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishing LLC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i5.4377

Abstract

Gamification is a transformation of something into a game. It is applying game-like elements into everyday activities such as exercise to increase engagement and motivation through rewards. Applying game principles to everyday, mundane tasks can make life more exciting. Gamification uses the same motivational psychological principles that have always been around: self-affirmation, competition, peer support, and gratification through rewards. It has become an increasingly popular tool for motivating individuals to adopt healthier lifestyles. Lifestyle gamification is essentially treating your life as if it were a game. This paper provides an overview on gamification lifestyle with examples.
Gamification in the Military Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal of Human Computing Studies Vol. 5 No. 5 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishing LLC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i5.4378

Abstract

In gamification, elements of game design are used to make an experience more engaging in a non-game context such business and the military. The role of gamification in military training is transforming the way our armed forces prepare for the modern battlefield. Gamification in the military training programs is becoming more engaging, effective, and efficient. The marriage of gamification and military training is a win-win situation. We can use gamification to boost training and take individual differences into account. This paper provides an overview on gamification in the military with examples.
Gamification in Workshop Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal of Human Computing Studies Vol. 5 No. 5 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishing LLC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i5.4441

Abstract

Gamification is the process of adding elements of games to non-game activities. It is a popular approach to making customer experiences more engaging and fun. It is now reaching the workplace. Gamification workplace is the use of game techniques in the work environment. In the workplace, gamification can encourage employee engagement, gratification, and retention. Gamification introduces a competitive element to employees’ tasks, using rewards to give them a greater incentive to meet company goals. This paper provides an overview on gamification workplace with examples.
5G for Business Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal of Human Computing Studies Vol. 5 No. 5 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishing LLC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i5.4442

Abstract

5G stands for fifth generation of cellular networking, surpassing 4G LTE It is expected to change the way we live and work. 5G technology is developing rapidly to enable the next generation of wireless communications and paving the way for more than just super-fast data transfer. 5G wireless technology will usher in an era of gigabit speeds for everyone, reducing latency to customers and organizations. The advent of 5G technology will not only transform our devices but will also significantly change the way businesses operate, communicate, connect, and share data. 5G is expected to be a game-changer to the business world. This article deals with how 5G technology works and how it is applied in business.
Future of Blockchain Sadiku, Matthew N. O.; Chukwu, Uwakwe C.; Sadiku, Janet O.
International Journal on Human-Computing Studies Vol. 5 No. 9 (2023): International Journal of Human Computing Studies (IJHCS) (2615-8159/ 2615-1898)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v5i9.4781

Abstract

Blockchain is a decentralized system that keeps track of distributed data and provides encrypted transaction tracking. It has attracted attention with its unique characteristics, such as irrevocability and security. It will be a part of our everyday life. The future of blockchain will be determined by how effectively blockchain integrates with advanced technologies, such as artificial intelligence (AI), Internet of things (IoT), and 5G networking. This paper attempts to predict the future of blockchain technology.