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1 – 6 of 6Murtaza Ashiq, Shafiq Ur Rehman and Nosheen Fatima Warraich
Equity, diversity, inclusion and accessibility (EDIA) are the core values of librarianship. This study aims to examine the EDIA literature in the library and information science…
Abstract
Purpose
Equity, diversity, inclusion and accessibility (EDIA) are the core values of librarianship. This study aims to examine the EDIA literature in the library and information science (LIS) profession, focusing on publishing trends, authorship patterns, thematic evolution, co-occurrence network, international collaboration network and three-factor analysis.
Design/methodology/approach
A scientometrics analysis was performed, and data were retrieved from the Web of Science database following a four-phase data extraction and filtration process. Data analysis was performed using specialized scientometrics tools.
Findings
Most of the published work comes from the developed world. The thematic evolution identified that the initial period (1971–2010) was dedicated to the diversity of library resources, services and users. The second phase (2011–2015) concentrated on accessibility and information literacy. The recent period (2016–2021) is linked with social inclusion, diversity and accessibility. Furthermore, the co-cluster citation and content analysis identified five major interconnected streams in the EDIA literature in LIS: disability and accessibility; diversity, inclusion and recruitment; social justice and libraries; libraries and immigrants; and libraries and the lesbian, gay, bisexual, transgendered, queer community.
Research limitations/implications
Theoretical, practical and implications for policy makers and curriculum developers were added to create awareness and better observe EDIA in LIS field.
Originality/value
The identification of research streams is one of the most important findings of this study, which shows that some areas of EDIA are maturing and others are emerging in the profession.
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Ehsan Goudarzi, Hamid Esmaeeli, Kia Parsa and Shervin Asadzadeh
The target of this research is to develop a mathematical model which combines the Resource-Constrained Multi-Project Scheduling Problem (RCMPSP) and the Multi-Skilled…
Abstract
Purpose
The target of this research is to develop a mathematical model which combines the Resource-Constrained Multi-Project Scheduling Problem (RCMPSP) and the Multi-Skilled Resource-Constrained Project Scheduling Problem (MSRCPSP). Due to the importance of resource management, the proposed formulation comprises resource leveling considerations as well. The model aims to simultaneously optimize: (1) the total time to accomplish all projects and (2) the total deviation of resource consumptions from the uniform utilization levels.
Design/methodology/approach
The K-Means (KM) and Fuzzy C-Means (FCM) clustering methods have been separately applied to discover the clusters of activities which have the most similar resource demands. The discovered clusters are given to the scheduling process as priori knowledge. Consequently, the execution times of the activities with the most common resource requests will not overlap. The intricacy of the problem led us to incorporate the KM and FCM techniques into a meta-heuristic called the Bi-objective Symbiosis Organisms Search (BSOS) algorithm so that the real-life samples of this problem could be solved. Therefore, two clustering-based algorithms, namely, the BSOS-KM and BSOS-FCM have been developed.
Findings
Comparisons between the BSOS-KM, BSOS-FCM and the BSOS method without any clustering approach show that the clustering techniques could enhance the optimization process. Another hybrid clustering-based methodology called the NSGA-II-SPE has been added to the comparisons to evaluate the developed resource leveling framework.
Practical implications
The practical importance of the model and the clustering-based algorithms have been demonstrated in planning several construction projects, where multiple water supply systems are concurrently constructed.
Originality/value
Reviewing the literature revealed that there was a need for a hybrid formulation that embraces the characteristics of the RCMPSP and MSRCPSP with resource leveling considerations. Moreover, the application of clustering algorithms as resource leveling techniques was not studied sufficiently in the literature.
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Lin Xue and Feng Zhang
With the increasing number of Web services, correct and efficient classification of Web services is crucial to improve the efficiency of service discovery. However, existing Web…
Abstract
Purpose
With the increasing number of Web services, correct and efficient classification of Web services is crucial to improve the efficiency of service discovery. However, existing Web service classification approaches ignore the class overlap in Web services, resulting in poor accuracy of classification in practice. This paper aims to provide an approach to address this issue.
Design/methodology/approach
This paper proposes a label confusion and priori correction-based Web service classification approach. First, functional semantic representations of Web services descriptions are obtained based on BERT. Then, the ability of the model is enhanced to recognize and classify overlapping instances by using label confusion learning techniques; Finally, the predictive results are corrected based on the label prior distribution to further improve service classification effectiveness.
Findings
Experiments based on the ProgrammableWeb data set show that the proposed model demonstrates 4.3%, 3.2% and 1% improvement in Macro-F1 value compared to the ServeNet-BERT, BERT-DPCNN and CARL-NET, respectively.
Originality/value
This paper proposes a Web service classification approach for the overlapping categories of Web services and improve the accuracy of Web services classification.
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The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Abstract
Purpose
The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.
Design/methodology/approach
In this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.
Findings
The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.
Originality/value
The novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.
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Xiaozhong Chen and Rongli Chen
This study aims to examine the effects of iPad distribution on all teachers in a university and its application in teaching and student learning at home via wireless network…
Abstract
Purpose
This study aims to examine the effects of iPad distribution on all teachers in a university and its application in teaching and student learning at home via wireless network during the coronavirus (COVID-19) pandemic. The attitude towards the use of iPads, behavioural intentions and the impact on the quality of teaching were evaluated.
Design/methodology/approach
This study used the technology acceptance model to explore the use of iPad smart mobile devices in multimedia teaching applications by university teachers. Furthermore, it used the structural equation modelling (SEM) for data analysis to explore the causal relationship between model variables, and it aimed to examine the causal relationship between variables to verify the theory. The SEM analysis included the following two stages: measurement model analysis and structural model analysis.
Findings
The “Internet information environment” had a significant positive impact on “perceived usefulness” and “perceived ease of use”. Amongst them, perceived usefulness had a significant positive effect on the use attitude, and use attitude had a significant positive effect on behaviour intention.
Originality/value
The findings confirmed that a good information network environment will directly and positively affect the perceived usefulness and the ease of use of iPad smart devices, of which the perceived usefulness will further positively affect teachers' perception of iPad smart devices. The attitude and behaviour of using such devices will in turn positively affect the quality of teaching. The results of the quality performance evaluation can be referenced further by manufacturers and scholars regarding the use of iPad smart devices for work at home during the COVID-19 pandemic.
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Qixing Yang, Quan Chen, Jingan Wang and Ruiqiu Ou
This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to…
Abstract
Purpose
This study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to compare the difference between hierarchical and general teaching methods.
Design/methodology/approach
From September 2021 to May 2022, a questionnaire was administered to 126 students in a business simulation game course at the Zhongshan Institute, University of Electronic Science and Technology of China. Data were analyzed using nonparametric paired samples tests and linear regression.
Findings
The results showed that student self-efficacy, engagement and learning outcomes were significantly higher with the hierarchical teaching method than with the general teaching method. There were also differences in the factors that influenced self-efficacy regarding learning outcomes between the two teaching methods. With the general teaching method, student self-efficacy did not directly affect learning outcomes, but did so indirectly by mediating the effect of engagement. However, with the hierarchical teaching method, self-efficacy directly and significantly affected learning outcomes, in addition to indirectly affecting learning outcomes through student engagement.
Research limitations/implications
Compared with the control group experimental research method, the quasi-experimental research method can eliminate the influence of sample heterogeneity itself, but the state of the same sample may change at different times, which is not necessarily caused by the hierarchical teaching design.
Practical implications
Based on the results of this study, teachers can apply hierarchical teaching according to student ability levels when integrating business simulation games. The results of this study can inspire teachers to protect student self-confidence and make teaching objectives and specific requirements clear in the beginning of the course, and also provide an important practical suggestion for students on how to improve their course performance.
Social implications
The research results can be extended to other courses. Teachers can improve students' self-efficacy through hierarchical teaching design, thus improving students' learning performance and also provide reference value for students to improve their learning performance.
Originality/value
This study built a model based on self-system model of motivational development (SSMMD) theory, comparing factors that affect student self-efficacy regarding learning outcomes under different teaching methods. The model enriches the literature on SSMMD theory as applied to business simulation game courses and adds to our understanding of hierarchical teaching methods in this field. The results provide a valuable reference for teachers that can improve teaching methods and learning outcomes.
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