Search results

1 – 10 of 104
Article
Publication date: 9 February 2024

Irene Lopatovska and Celia Coan

The study explored how information institutions can support the resilience of parents of adolescents affected by the Russia–Ukraine war. Ukrainian parents are facing major…

Abstract

Purpose

The study explored how information institutions can support the resilience of parents of adolescents affected by the Russia–Ukraine war. Ukrainian parents are facing major challenges of supporting their teenagers through a difficult developmental phase while also “buffering” their war-related hardships. By supporting parents, information institutions can also support children.

Design/methodology/approach

Fifteen parents were interviewed about mental health challenges and resources that are helpful and/or missing from their support systems. Recordings of participant narratives were analyzed using the qualitative thematic analysis technique.

Findings

The findings indicate that both teens and parents rely on internal resilience skills, family, friends and community resources to support themselves. However, a number of additional resources could be offered by information institutions, including content for (1) teens on developing skills in communication, interpersonal relationships, problem solving and academic pursuits; (2) parents on child development and opportunities in their host countries; both groups on (3) both groups on mental health first aid and safe spaces to meet peers. The study recommendations will be of interest to information professionals working with families, especially families affected by disasters.

Research limitations/implications

The study relied on a small convenience sample of participants.

Practical implications

Study recommendations would be of interest to information professionals who develop and provide services to families affected by natural and manmade disasters.

Social implications

Study recommendations improve understanding of the (potential) role of information institutions and libraries in strengthening family and community resilience.

Originality/value

The study offers a rare insight into experiences of war-affect families and provides evidence-driven recommendations for information institutions to support family and community resilience.

Details

Journal of Documentation, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 24 May 2024

Ralph Vacca

This paper investigates the digital information practices of Afro-Latino youth, focusing on their engagement with mental health content on TikTok. It aims to understand how racial…

Abstract

Purpose

This paper investigates the digital information practices of Afro-Latino youth, focusing on their engagement with mental health content on TikTok. It aims to understand how racial and ethnic identity dimensions shape their information behaviors in digital spaces.

Design/methodology/approach

Employing qualitative methods, the study involved interviews with thirteen Afro-Latino teens. This exploratory approach, draws connections between Afro-Latino identity and information practices using three constructs: (i) typology of information practices, (ii) intersectionality, and (iii) assemblages.

Findings

The study reveals that Afro-Latino youth actively construct “information assemblages” and “algorithmic counterspaces” on TikTok, enabling them to engage with content that resonates with their identities. However, it also highlights the challenges posed by these spaces' temporary and algorithm-dependent nature in maintaining consistent engagement with mental health information.

Research limitations/implications

The research is limited by its small sample size and focus on a single platform, which may affect generalizability. Future research should explore other platforms, and draw a deeper distinction between content creators and other users.

Practical implications

This paper underscores the need for designers and educators to prioritize the importance of algorithmic literacy and design affordances that empower users to transparently understand algorithmic functionality, so as to support on-going engagement with algorithmic counterspaces.

Originality/value

This research offers novel insights into the digital information practices of Afro-Latino youth, a typically underrepresented group in academic research. It introduces new concepts in information science and digital media studies, highlighting the importance of intersectional identities in digital information practices.

Details

Information and Learning Sciences, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 12 January 2024

Sein Oh and Lorri Mon

By examining types of literacies taught by public libraries and the modes through which these programs were offered, this study aims to explore how public libraries might…

Abstract

Purpose

By examining types of literacies taught by public libraries and the modes through which these programs were offered, this study aims to explore how public libraries might integrate data literacy training for the general public into existing library educational programs.

Design/methodology/approach

This study examined programs offered in 30 US public libraries during 2019 and 2020 to better understand types of literacy education announced to the public through library website listings and Facebook Events pages.

Findings

While public libraries offered educational programs in literacy areas ranging from basic reading and writing to technology, vocational skills, health literacy and more, data literacy training was not widely offered. However, this study identified many already-existing programs highly compatible for integrating with data literacy training.

Originality/value

This study offered new insights into both the literacies taught in public library programs as well as ways for public libraries to integrate data literacy training into existing educational programming, in order to better provide data literacy education for the general public.

Details

Information and Learning Sciences, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 17 February 2023

Luisa Dolores Zozaya-Durazo, Charo Sádaba-Chalezquer and Beatriz Feijoo‐Fernández

Disinformation has become a latent risk for online audiences, specifically for minors who are commonly exposed to a wide variety of online content at a time they are developing…

Abstract

Purpose

Disinformation has become a latent risk for online audiences, specifically for minors who are commonly exposed to a wide variety of online content at a time they are developing cognitively and emotionally. This paper aims to offer insight on minors’ perception and the tools used by this age group to verify the content to which they are exposed while online.

Design/methodology/approach

Twelve focus groups were held in Spain between April and June 2021 with a total of 62 participants aged 11–17. Besides age, sex and socioeconomic group were variables taken into consideration to select the participants. A script covering the intended questions was used to structure the discussion.

Findings

Result analysis reveals that minors are excessively confident in their ability to identify false news and feel the need to share content with their online community as a means of participation in discussions or trending topics. Although WhatsApp family groups are seen as a source of misleading news, the study reveals that the family and traditional media (mainly television) act as sources of verification of fake news for minors. In general, minors opt for actions that require less initiative to contrast the content they consume on the internet.

Originality/value

This study produces new findings by further deepening the results of the first quantitative study on the relationship between minors and disinformation in Spain using qualitative method from conducting virtual focus groups.

Details

Young Consumers, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 25 March 2024

Yi Wu, Tianxue Long, Jing Huang, Yiyun Zhang, Qi Zhang, Jiaxin Zhang and Mingzi Li

This study aims to synthesize the existing serious games designed to promote mental health in adolescents with chronic illnesses.

Abstract

Purpose

This study aims to synthesize the existing serious games designed to promote mental health in adolescents with chronic illnesses.

Design/methodology/approach

This study conducted a review following the guidelines of Joanna Briggs Institute and Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews. Searches were conducted in databases PubMed, Scopus, Web of Science, Cochrane Library, cumulative index to nursing and allied health literature, PsycINFO, China national knowledge infrastructure Wanfang, VIP Database for Chinese Technical Periodicals and SinoMed from inception to February 12, 2023.

Findings

A total of 14 studies (describing 14 serious games) for improving the mental health of adolescents with chronic diseases were included. Of all the included games, 12 were not described as adopting any theoretical framework or model. The main diseases applicable to serious games are cancer, type 1 diabetes and autism spectrum disorder. For interventional studies, more than half of the study types were feasibility or pilot trials. Furthermore, the dosage of serious games also differs in each experiment. For the game elements, most game elements were in the category “reward and punishment features” (n = 50) and last was “social features” (n = 4).

Originality/value

Adolescence is a critical period in a person’s physical and mental development throughout life. Diagnosed with chronic diseases during this period will cause great trauma to the adolescents and their families. Serious game interventions have been developed and applied to promote the psychological health field of healthy adolescents. To the best of the authors’ knowledge, this study is the first to scope review the serious game of promoting mental health in the population of adolescents with chronically ill. At the same time, the current study also extracted and qualitatively analyzed the elements of the serious game.

Details

Mental Health Review Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1361-9322

Keywords

Article
Publication date: 17 January 2022

Yang Li, Jiaze Li, Qi Fan and Zhihong Wang

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased…

Abstract

Purpose

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased the probability of cybercrimes. On the other hand, entertainment such as mobile and computer games is top-rated among teenagers. Teenagers' tendency to cybercrime may be influenced by individual, parent, social, economic and political factors. Studying the impact of social networks, mobile games and parents' religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era is the primary goal of this paper.

Design/methodology/approach

The outbreak of COVID-19 caused a considerable change in the world and the lifestyle of all people. Information and Communication Technology (ICT) was also affected by the special conditions of this virus. Changes in ICT and rapid access to it have empowered individuals and organizations, and people have increased civic participation and interaction through ICT. However, the outbreak of COVID-19 has created new challenges for the government and citizens and may cause new crimes. Cybercrime is a type of crime that occurs in a cyber environment. These crimes range from invasions of privacy to crimes in which the offender vaguely paralyzes the macroeconomic. In this research, 265 students of high schools and universities are used for collecting data by utilizing a survey. Measuring actions have been done in all surveys employing a Likert scale. The causal pattern is assessed through a constructional equation modeling procedure to study the scheme's validity and reliability.

Findings

The outcomes have indicated that social networks have no significant relationship with teenagers' tendency to cybercrimes in the COVID-19 era. Mobile games have a mild effect on teenagers' tendency to cybercrimes in the COVID-19 era, and parents' religious attitudes significantly impact teenagers' tendency to cybercrimes in the COVID-19 era.

Research limitations/implications

Current research also has some restrictions that must be noticed in assessing the outcomes. First, sample research was selected from high schools and universities in one city. So, the size of the model is small, and the generalization of results is limited. Second, this research may have ignored other variables that affect the tendency of teenagers' to cybercrime. Future researchers intend to investigate the parents' upbringing system's impact on teenager's trend to cybercrime in the COVID-19 era. Future research can also examine practical factors such as parental upbringing, attitudes toward technology development and virtual addiction in the COVID-19 era.

Originality/value

In this study, teenagers' tendency to cybercrimes in the COVID-19 era is investigated, and a procedure is applied depending on a practical occasion. This article's offered sample provides a perfect framework for influencing parents' social networks, mobile games and religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 18 March 2024

Peter Smagorinsky

This study aims to consider the role of emotions, especially those related to empathy, in promoting a more humane education that enables students to reach out across kinship…

Abstract

Purpose

This study aims to consider the role of emotions, especially those related to empathy, in promoting a more humane education that enables students to reach out across kinship chasms to promote the development of communities predicated on a shared value on mutual respect. This attention to empathy includes a review of the rational basis for much schooling, introduces skepticism about the façade of rational thinking, reviews the emotionally flat character of classrooms, attends to the emotional dimensions of literacy education, argues on behalf of taking emotions into account in developmental theories and links empathic connections with social justice efforts. The study’s main thrust is that empathy is a key emotional quality that does not come naturally or easily to many, yet is important to cultivate if social justice is a goal of education.

Design/methodology/approach

The author clicked Essay and Conceptual Paper. Yet the author required to write the research design.

Findings

The author clicked Essay and Conceptual Paper. Yet the author required to write the research design.

Research limitations/implications

The author clicked Essay and Conceptual Paper. Yet the author required to write the research design.

Originality/value

The paper challenges the rational emphasis of schooling and argues for more attention to the ways in which emotions shape thinking.

Details

English Teaching: Practice & Critique, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1175-8708

Keywords

Article
Publication date: 5 May 2023

Henry T. Ajibo and Jacinta C. Ene

The impact of COVID-19 on the educational systems across the globe was characterized by the shutdown of university education systems. In the post COVID-19 era, examining the…

Abstract

Purpose

The impact of COVID-19 on the educational systems across the globe was characterized by the shutdown of university education systems. In the post COVID-19 era, examining the prospect of on-line education becomes demanding with emphasis on promoting effective and uninterrupted university education sector in Nigeria.

Design/methodology/approach

This study employed phenomenological and descriptive research design. The sample size for the study was 15, comprising university lecturers, students and school social workers. In-depth Interview (IDI) interview was the instrument for data collection.

Findings

Findings revealed that university education in Nigeria was adversely disrupted by COVID-19 lockdown during the pandemic. Similarly, the study revealed that online education will facilitate effective and uninterrupted university education in post-COVID-19 era. Challenges such as lack of access to laptops, smartphones, reliable internet services, electricity etc. are major obstacles to an effective transition to online education in the post-COVID-19 University education era. The students lamented that poor knowledge of ICT by their lecturers and inclusivity of indigent/disabled students were major concerns.

Originality/value

Revitalizing the education sector is a core concern for low-income countries. Online education presents the lasting solution to the constant interruption of university education in Africa. Promoting effective and uninterrupted university education is pegged on an adequate government education budgetary allocation targeted towards providing an enabling environment for online education to thrive. The study recommends that school social workers' engagement in the educational sector would help advocate for the availability of technological infrastructures and mainstreaming of the poor and disabled in the online education dispensation.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 31 May 2024

Parthasarathy P.K., Amit Mittal, Arun Aggarwal, Narinder Pal Singh and Archana Mantri

The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn…

Abstract

Purpose

The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn, gamification has transformed the game elements into a non-gaming world for human engagement like motivation and performance. It is not surprising that game-based learning has branched out in the realm of the medical world. The person’s psychological state determines the effectiveness of education during training. This study aims to examine how the usage of immersive technology impacts users’ tendency to access immersive resources for learning during an emergency like the COVID-19 pandemic. Augmented reality (AR) apps have grown to be a popular tool in education nowadays. The purpose of using AR applications is to impart knowledge during the COVID-19 pandemic. An investigation was conducted to test the effectiveness of immersive technology in learning by developing a game-based experimental model and testing it on 100 non-randomly selected users of various ages. This study shows that users are open to new teaching approaches, including AR applications, in response to the challenges presented by the pandemic. AR applications provide a potential solution to the difficulties associated with education by providing an immersive and interesting experience that enhances learning-based results. This demonstrates that while using AR apps, an individual’s viewpoints and sense of control over their learning are more essential in influencing their conduct. By integrating AR apps into learning systems, immersive education may enhance users’ engagement, motivation and overall learning experiences.

Design/methodology/approach

Convenience sampling was chosen as the method for data analysis. One hundred users from a leading private university in the northwest part of India participated in this study. This gave a minimum sample size of 79 participants. To analyse the user experience (UX), a UX questionnaire was adopted. In this research paper, the researcher explores the importance of immersive games that emphasise awareness and experience through a series of questionnaires to assess the effective awareness of COVID through immersive technology, because the immersive element plays a major role in the quality and success of awareness through COVID-19 fighter video games as an interactive learning platform.

Findings

Results showed that most people do not know how to deal with an infected person in a critical situation; either they feel scared or deal without taking precautions. COVID-19 fighters are empowered with a virtual patient, which players can interact with. Once the user finishes the FPS game, he must find out the source of viruses that will be an AR-based virtual patient. The first step of the instruction will ask the user to give the mask to the infected person; in the second step, it will ask the user to sanitise his body. In the third step, it will ask to hospitalise.

Originality/value

The research offers empirical evidence on the effectiveness of augmented reality-based game approaches to increase reality in basic education to boost the awareness of individuals. The report also gives an example of good cross-cutting education materials that provide the player with a very valuable tool for understanding knowledge of covid awareness by playing the COVID-19 fighter game.

Details

Information Discovery and Delivery, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-6247

Keywords

Article
Publication date: 22 March 2024

Jiyoung Lee and Jihyang Choi

Misperceptions hinder our ability to effectively respond to health crises such as the COVID-19. We aimed to examine the dynamic influences between information exposure…

Abstract

Purpose

Misperceptions hinder our ability to effectively respond to health crises such as the COVID-19. We aimed to examine the dynamic influences between information exposure, information trust and misperceptions during the early phase of the COVID-19 pandemic. Specifically, we focused on the relative influence of exposure to COVID-19-related information via social media versus interpersonal offline communication.

Design/methodology/approach

The current study conducted a two-wave national survey of US adults in May and June of 2020 with a two-week time interval. A professional polling firm recruited participants, and 911 and 679 respondents participated in the first and the second wave survey, respectively. To test proposed hypotheses, researchers conducted path analyses using AMOS 27.0.

Findings

Findings show that individuals exposed to COVID-19-related information via social media are likely to hold increased misperceptions. In contrast, exposure to COVID-19-related information offline did not elicit any effects on misperceptions. The exposure to information on social media was positively associated with trust in that information, which, in turn, contributed to an increase in misperceptions. Furthermore, when examining the effects of misperception, it was found that misperceptions increased the likelihood of individuals being exposed to and having trust in COVID-19-related information on social media. The findings provide valuable insights into the role of social media as a platform where a detrimental cycle thrives, shaping the formation of misperceptions and cultivating a heightened dependence among individuals with elevated misperceptions.

Originality/value

The current study significantly extends the findings of prior research by examining the differential effects of social media and interpersonal communication offline on misperception and by revealing the intricate dynamics between information exposure and misperception by focusing on the role of trust. The findings emphasize the detrimental role of social media in generating a vicious information cycle. That said, seemingly superficial discussions about health crises within a social media environment rich in misinformation can contribute to fueling a self-reinforcing loop, making it challenging to effectively counteract misperceptions.

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

Keywords

1 – 10 of 104