Public Private Partnership (PPP) projects involve stakeholders engaged in various contract structures in a lengthy contract duration. Such situations expose the projects to risks related to collaborative working and information integration. Building Information Modelling (BIM) is seen as a mechanism to improve the collaboration and integration in the PPP projects. However, BIM also exposes its users to additional risk when the barriers in sharing information are reduced. Therefore, the aim of this paper is to investigate the BIM risk factors that have significant impact towards PPP projects implementing BIM. Since the United Kingdom (UK) is considered advanced in practising PPP and BIM, this study investigates the UK industry players’ views on what they considered as significant BIM factors in PPP projects. Consequently, the study has identified six (6) most significant BIM risk factors through questionnaire and experts’ interviews. The findings provide a lesson learnt for Malaysia to consider the BIM risks in implementing BIM in PPP projects.
The development of housing often needed to be considered both economic and socio- cultural elements. Certain variables, such as residents' experience and socio-cultural backgrounds, have influenced how people perceive their living environment. Past researchers have highlighted several issues associated with low-cost housing and showed that Malaysia's housing policies still failed to provide a comfortable living area for the low- cost income group. Moreover, previous studies mainly focused on the residents' demographic characteristics as the influential factors. Therefore, this paper tries to fill this gap by (i) identify the socio-cultural characteristics of residents (ii) analyse the relationship between residents’ satisfaction and their socio-cultural characteristics. This is important since the study related to this aspect remains insufficient and their characteristics might affect the level of satisfaction of residents in terms of housing necessity. Based on the purposive sampling, the low-cost housing residents were selected. A questionnaire survey has been conducted on 93 residents of PPR Seri Aman in Kuala Lumpur and the data was analyzed using factor analysis and Pearson's correlation analysis. Findings from the study revealed that the residents were fairly satisfied with the dwelling unit features and neighborhood facilities. The low level of satisfaction among residents was heavily influenced by the yard, kitchen, dining space, parking available, sidewalks and connectivity of paths, traffic nearby, and the distance to take public transport. Further suggestions or recommendations are proposed to improve these situations or to help for future development planning.
The rise in the amount of construction and demolition waste and its negative impacts on the environment had made it become a hot issue globally. Therefore, efficient construction and demolition waste management are extremely important in the construction industry. The circular economy is introduced to shift the current linear economy practice of “take-make-consume-dispose” to “take-makeconsume-reuse and recycle” toward a more sustainable and efficient construction and demolition waste management by decrease the illegal dumping and construction and demolition waste issues. However, the concept of circular economy has still not been widely developed in current practices of waste management where many of the players in the construction industry still in the process of understanding how to adopt circular economy practices. Thus, this research aims to develop the strategy for the adoption of Circular Economy (CE) for Construction and Demolition Waste Management (CDWM). The quantitative method is applied in this research to collect data and the data is collected through a questionnaire survey. A strategy is proposed on the adoption of the circular economy principle in the construction and demolition waste sector as a reference to improve the performance of the current construction and demolition waste management system.
The slow adoption of new technology within construction SMEs is influenced by the capability of managers in making decisions. Therefore, this paper aims to report the development of a conceptual framework related to managers’ decision making capability in adopting technological innovation; specifically referring to Building Information Modelling (BIM). The primary data collection involves semi-structured interview, while the multiple-case (holistic) design was used for developing the managerial decision making capability framework.. The development of the framework was analysed using comparative analysis (cross-case ) of thirteen (13) top managers within the construction SMEs organisations. Comparisons were made between existing theories and new concepts raised by top managers. The findings revealed that regardless of various views obtained from top managers, the adoption of BIM software has been influenced by managerial non-behavioural and behavioural capability, that have been categorised into five (5) main themes.
This study reviewed past research with regards to gamification and to propose a conceptual framework model by mapping the relationships between gamification elements and its impacts towards university students’ learning outcomes. This paper synthesized the extant literature on gamification elements by conducting a review of the literature on gamification in the context of students’ learning in higher education. This paper has highlighted the gamification elements i.e. composed by rewards, feedback, points, badges, leaderboards, levels, progress bar, challenges and avatar that shown to influence and positively affecting students’ learning experience in Higher Education Institutions (HEIs) especially in improving their level of motivation, aid in engagement, improving result and achievement as well as inducing positive learning attitude. Investigating the impact of gamification elements means understanding under what circumstances gamification can be implemented to stimulate positive student’s learning behaviour in HEIs thus maximizing the use of gamification as an innovative approach of a new educational technology tool in teaching and learning. The findings of this paper provide reference for practitioners in mechanism design to encourage full potential of the implementation of gamification by manipulation of various element in gamification to support an interactive and conducive learning experience.
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