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Article
Publication date: 24 June 2020

Sonia Tiwari

Information about the COVID-19 pandemic and quarantine can be challenging to communicate to children. The purpose of this study is to understand how a children’s eBook can help…

Abstract

Purpose

Information about the COVID-19 pandemic and quarantine can be challenging to communicate to children. The purpose of this study is to understand how a children’s eBook can help facilitate conversations between children, families and educators about the pandemic.

Design/methodology/approach

A children’s eBook Q-Bot: The Quarantine Robot was shared by the researcher with parents and teachers through social media (Facebook, Instagram and Twitter). The story provides information (based on CDC guidelines) on the best health and hygiene practices to avoid catching the virus, while also drawing attention to the hardworking people who are helping us through this experience. Data was collected as public comments on the eBook. Secondary data included other children’s eBooks available on the same theme and their public reviews.

Findings

Through open coding of comments, the researcher found that the children’s eBook helped in facilitation of discussion between children, parents and teachers; around the pandemic’s effects on health and hygiene practices; and remote learning experiences. A content analysis of other children’s books on this theme revealed a set of guidelines for designing helpful eBooks for pandemic quarantine situations in general.

Research limitations/implications

Education, media and health researchers may find this study helpful in understanding the potential of children’s eBooks as probes, prompts or communication tools.

Practical implications

Experts in pandemic-related issues, educators, illustrators and authors may find this study helpful in understanding guidelines for creating educational children’s eBooks for similar situations in the future.

Originality/value

Both theoretical and practical values are addressed through this study, as it provides helpful literature from past research, offers new insights from current study and guidelines for future work in narrative media design for the pandemic and other similar situations.

Details

Information and Learning Sciences, vol. 121 no. 5/6
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 15 July 2022

Jason Yip, Wendy Roldan, Carmen Gonzalez, Laura R. Pina, Maria Ruiz and Paola Vanegas

This study aims to investigate the collaboration processes of immigrant families as they search for online information together. Immigrant English-language learning adults of…

Abstract

Purpose

This study aims to investigate the collaboration processes of immigrant families as they search for online information together. Immigrant English-language learning adults of lower socioeconomic status often work collaboratively with their children to search the internet. Family members rely on each other’s language and digital literacy skills in this collaborative process known as online search and brokering (OSB). While previous work has identified ecological factors that impact OSB, research has not yet distilled the specific learning processes behind such collaborations.

Design/methodology/approach

For this study, the authors adhere to practices of a case study examination. This study’s participants included parents, grandparents and children aged 10–17 years. Most adults were born in Mexico, did not have a college-degree, worked in service industries and represented a lower-SES population. This study conducted two to three separate in-home family visits per family with interviews and online search tasks.

Findings

From a case study analysis of three families, this paper explores the funds of knowledge, resilience, ecological support and challenges that children and parents face, as they engage in collaborative OSB experiences. This study demonstrates how in-home computer-supported collaborative processes are often informal, social, emotional and highly relevant to solving information challenges.

Research limitations/implications

An intergenerational OSB process is different from collaborative online information problem-solving that happens between classroom peers or coworkers. This study’s research shows how both parents and children draw on their funds of knowledge, resilience and ecological support systems when they search collaboratively, with and for their family members, to problem solve. This is a case study of three families working in collaboration with each other. This case study informs analytical generalizations and theory-building rather than statistical generalizations about families.

Practical implications

Designers need to recognize that children and youth are using the same tools as adults to seek high-level critical information. This study’s model suggests that if parents and children are negotiating information seeking with the same technology tools but different funds of knowledge, experience levels and skills, the presentation of information (e.g. online search results, information visualizations) needs to accommodate different levels of understanding. This study recommends designers work closely with marginalized communities through participatory design methods to better understand how interfaces and visuals can help accommodate youth invisible work.

Social implications

The authors have demonstrated in this study that learning and engaging in family online searching is not only vital to the development of individual and digital literacy skills, it is a part of family learning. While community services, libraries and schools have a responsibility to support individual digital and information literacy development, this study’s model highlights the need to recognize funds of knowledge, family resiliency and asset-based learning. Schools and teachers should identify and harness youth invisible work as a form of learning at home. The authors believe educators can do this by highlighting the importance of information problem solving in homes and youth in their families. Libraries and community centers also play a critical role in supporting parents and adults for technical assistance (e.g. WiFi access) and information resources.

Originality/value

This study’s work indicates new conditions fostering productive joint media engagement (JME) around OSB. This study contributes a generative understanding that promotes studying and designing for JME, where family responsibility is the focus.

Details

Information and Learning Sciences, vol. 123 no. 7/8
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 11 February 2021

Negin Dahya, W.E. King, Kung Jin Lee and Jin Ha Lee

Virtual reality (VR) is becoming a more available technology including in public spaces like libraries. The value and role of VR as a tool for learning and social engagement are…

3716

Abstract

Purpose

Virtual reality (VR) is becoming a more available technology including in public spaces like libraries. The value and role of VR as a tool for learning and social engagement are unclear. The purpose of this paper is to explore the ways in which library patrons and librarians perceive VR and experience VR through library drop-in programs.

Design/methodology/approach

This paper is based on research conducted in seven Washington State Libraries where VR was adopted for drop-in programming for the first time. Data was collected between March and June 2018 and involved interviews with librarians and patrons, a patron user experience survey, and observational field notes from researchers on site during library programs.

Findings

Findings are presented in relation to user perceptions of VR compared to their actual VR experiences, and in relation to informal learning and social engagements. The authors frame the analysis and discussion in relation to sociotechnical imaginaries – culturally situated ideas about the relationship between society and technology, and considering the larger cultural landscape that informs collective views about the present and future.

Social implications

The paper discusses pending and potential inequalities related to gender, race and class in conversation with technology industry and VR. Issues discussed include unequal access to technology in public libraries and representation of minoritized groups in VR.

Originality/value

This work takes a critical perspective considering the inequities in relation to mainstreaming VR through public spaces like libraries.

Details

Journal of Documentation, vol. 77 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 24 January 2018

Anne Goulding, Mary Jane Shuker and John Dickie

The purpose of this paper is to report on a small, exploratory research project focusing on librarian and parent/caregiver opinions of, and reactions to, the use of digital media

1810

Abstract

Purpose

The purpose of this paper is to report on a small, exploratory research project focusing on librarian and parent/caregiver opinions of, and reactions to, the use of digital media and technology in public library storytimes for preschool children in Aotearoa New Zealand.

Design/methodology/approach

Telephone interviews with librarians and an online survey of parent/caregivers were undertaken.

Findings

The research found a mixed response to digital storytimes. Those who had not attended or presented digital storytime sessions were largely opposed to the practice, while those who had participated in a storytime using digital media generally held more positive views. Key concerns were focused on the amount of screentime young children should have and a lack of human interaction. Supporters appreciated the introduction of some basic digital literacy skills and the variety that technology could bring to storytime sessions.

Research limitations/implications

Both samples were small and self-selecting. The use of an online survey meant a bias in the sample toward those with access to appropriate information communication technology as well as a self-selection bias.

Practical implications

The paper suggests some developments in practice and approach if librarians are going to play the role of media mentors in their communities.

Originality/value

This is the first study focusing on the development of digital storytimes in Aotearoa New Zealand and adds to knowledge and understanding of key stakeholder views of the inclusion of digital media and technology in public library programming for young children.

Details

Library Hi Tech, vol. 36 no. 2
Type: Research Article
ISSN: 0737-8831

Keywords

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of…

Abstract

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Article
Publication date: 21 July 2022

Sarah Barriage

This study aims to explore young children’s information practices within the context of their individual interests, examining children’s interest-related information activities…

Abstract

Purpose

This study aims to explore young children’s information practices within the context of their individual interests, examining children’s interest-related information activities, challenges encountered and enablers received.

Design/methodology/approach

Participants included 18 children between five and seven years of age and their parents. Data were collected using a multi-stage participatory approach. Children shared their experiences via a book discussion, poster activity, participant-generated photography and a photo-elicitation interview. Parents provided information about family demographics and their perceptions of their children’s individual interests, information practices and digital media use via questionnaires. Data were analyzed using the constant comparative method.

Findings

Young children seek information via print and digital objects, other people and experiences, and use information by applying it to their activities and sharing information with others. Challenges to information activities include children’s own capabilities and skills, constraints of information sources and parental restrictions on their activities. Enablers include affordances of technology and parental support.

Originality/value

This study takes a holistic approach to understanding young children’s perspectives of their information activities, examining information use and sharing activities in addition to information seeking.

Details

Information and Learning Sciences, vol. 123 no. 7/8
Type: Research Article
ISSN: 2398-5348

Keywords

Abstract

Details

Information and Learning Sciences, vol. 123 no. 7/8
Type: Research Article
ISSN: 2398-5348

Abstract

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Article
Publication date: 31 May 2019

Hui-Yun Sung and Ssu-Han Chen

Using multimedia and print storybooks, the purpose of this paper is to compare preschool children’s reading engagement with and without adult support.

Abstract

Purpose

Using multimedia and print storybooks, the purpose of this paper is to compare preschool children’s reading engagement with and without adult support.

Design/methodology/approach

A within-subject design is used to explore the effects of multimedia stories in supporting preschool children’s story comprehension and reading enjoyment. A total of 24 children aged five to six years old from a local preschool in Taiwan participated in the experiments.

Findings

A statistical analysis revealed the (non)differences in story comprehension between multimedia and print storybooks, with and without adult support. A content analysis revealed several important themes affecting children’s reading enjoyment. These included multimedia elements (particularly motion and sound effects), haptic perception and the pause function.

Research limitations/implications

Native Chinese speaking children participated in one-to-one sessions in Taiwan. To ascertain the generalizability of the findings presented in this study, further research is encouraged in other cultural contexts and settings.

Practical implications

The paper provides insights into how multimedia and interactive features affect and enhance children’s enjoyment. Recommendations are made to assist library professionals to incorporate digital media into children’s programs.

Originality/value

Children’s reading motivation and engagement are often linked with improved reading attainments. This study elicited a range of perspectives and themes relating to what the children themselves felt influenced their enjoyment when reading print or multimedia storybooks. Findings were analyzed in a theoretical framework of facets of engagement.

Details

Library Hi Tech, vol. 37 no. 2
Type: Research Article
ISSN: 0737-8831

Keywords

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with examining Pokémon Go in light of the digital economy and surveillance capitalism. The chapter begins by developing the theoretical framework…

Abstract

This chapter is concerned with examining Pokémon Go in light of the digital economy and surveillance capitalism. The chapter begins by developing the theoretical framework underpinning this undertaking, which includes Bauman and Lyon (2013) ‘liquid surveillance’ and Zuboff's (2019) ‘surveillance capitalism’. Following this, we outline the various implications involved in the playing of Pokémon Go, when the production of locative data is not framed as leisure but labour. While Pokémon Go might be suited to the machinations of surveillance capitalism, as we establish, little research has examined this topic from the position of familial locative play or joint-media engagement. As a corollary to this, then, one of the aims of this chapter is to understand how issues of surveillance are perceived by the parents who play this hybrid reality game (HRG) with their children. Consequently, the chapter is driven by the following research questions. First, are families cognisant of the data they produce by playing this HRG, and how these data might be used? Second, do families think critically about the gamic mechanics of this HRG, such as the spawning locations of Pokémon and the reasoning behind these decisions? Third, are participants concerned about the potential application of their gamic data, and if so, how are these concerns reconciled? Fourth, do participants use the familial playing of Pokémon Go as an opportunity to discuss the production of data and its multifaced uses with their children?

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

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