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Article
Publication date: 8 August 2016

Anita Jensen, Theodore Stickley and Alison Edgley

– The purpose of this paper is to present a study of arts engagement for mental health service users in Denmark.

Abstract

Purpose

The purpose of this paper is to present a study of arts engagement for mental health service users in Denmark.

Design/methodology/approach

The study was completed at Hans Knudsen Instituttet, Denmark. It involved analysis of emerging themes from semi-structured interviews with six participants who had participated in a structured visit to the National Gallery (Statens Museum for Kunst) in Denmark.

Findings

Multiple benefits for people who use mental health services engaging in arts activities are reported. Arts activities are described as a central component of everyday life; a way of life and a significant factor in getting through the day. Barriers are identified in the interdisciplinary working between the museum educator and participants.

Social implications

This study identifies that the participants benefited from taking part in the arts/cultural activity. Findings also suggest that if museums are offering activities to people who use mental health services they should equip staff with training designed to support appropriate ways of working with this group. This interdisciplinary activity offers a relatively untapped potential arena of support.

Originality/value

The paper will be of relevance and value to those working with mental health and arts. The study demonstrates the importance for mental health service users to engage in creative activity and for museum staff to have appropriate skills for inclusion to be successful.

Details

Mental Health and Social Inclusion, vol. 20 no. 3
Type: Research Article
ISSN: 2042-8308

Keywords

Article
Publication date: 28 March 2008

Greta Kelly

This paper seeks to propose a collaborative process for evaluating, piloting and selecting, new and emerging educational technologies. It aims to promote discussion about how such…

1590

Abstract

Purpose

This paper seeks to propose a collaborative process for evaluating, piloting and selecting, new and emerging educational technologies. It aims to promote discussion about how such an evaluative process can be inclusive of interdisciplinary stakeholders and envision the actual application of these technologies in real teaching and learning contexts across disciplines.

Design/methodology/approach

The methodology applied in the piloting and evaluation of new educational technologies involves the design and identification of learning activities, the development of evaluation criteria which map to the goals of the learning activities and stakeholders' needs, and the incorporation of the technology‐enabled activities into the total course design.

Findings

Evaluation methodologies that involve interdisciplinary stakeholders collaborating on a software pilot expose participants to multiple perspectives and divergent views. The evaluation of new educational technologies within a teaching and learning context is more effective in exposing the benefits and weaknesses of the technology than a conventional software pilot.

Research limitations/implications

The new educational technologies evaluation methodology proposed in this paper has only been fully applied in three product pilots and is still in its developmental stage. The research is limited to the evaluation of educational software, not the implementation of new educational technologies.

Practical implications

The re‐iterative and time‐consuming process of piloting and evaluating new educational technologies within a course context is one in which academics require pedagogical, technological and administrative support. This paper presents a methodology that ensures each of these varieties of support is included.

Originality/value

With the rapid expansion of new, sometimes costly educational technologies, universities can benefit from employing evaluation techniques based within an educational context, and ensure that their investments in these tools make an effective contribution to the enhancement of teaching and learning.

Details

Campus-Wide Information Systems, vol. 25 no. 2
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 1 August 2023

Georgina Barton and Anh Hai Le

Employee satisfaction is critical in any workplace. Research suggests that the environment that people work in can contribute greatly to levels of satisfaction as well as…

Abstract

Purpose

Employee satisfaction is critical in any workplace. Research suggests that the environment that people work in can contribute greatly to levels of satisfaction as well as productivity. Limited research exists, however, on how the aesthetics of a workplace impact both employee satisfaction and well-being. This paper aims to identify whether the aesthetics in a workplace environment at one university influences employee satisfaction and well-being.

Design/methodology/approach

This paper shares data from a survey that determined whether the workplace environment at one university in Queensland, Australia supports its workers’ job satisfaction and well-being. The survey was distributed amongst all staff at three campuses with a total of 73 usable responses.

Findings

Findings showed that there is a strong need for an aesthetically pleasing workplace and its positive impacts on employees. In addition, an aesthetically pleasing workplace was perceived to have a positive impact on the respondents’ likelihood of spending more time at work, hence, a greater sense of satisfaction. The respondents indicated a moderate level of satisfaction with the aesthetics of their workspace and environment including feeling safe.

Research limitations/implications

Implications show that further improvements could be attained in the workplace through the addition of natural lighting, plants and artwork. The employees also indicated they would like more control over the aesthetics of the work environment.

Originality/value

This research is original as it was not known whether aesthetics in the workplace influenced worker satisfaction and/or well-being.

Details

Facilities , vol. 41 no. 13/14
Type: Research Article
ISSN: 0263-2772

Keywords

Article
Publication date: 6 May 2014

Soma Pillay and Reynold James

Using the case of a cross-cultural setting, the purpose of this paper is to compare perceptions of students towards face-to-face learning and blended learning. A social…

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Abstract

Purpose

Using the case of a cross-cultural setting, the purpose of this paper is to compare perceptions of students towards face-to-face learning and blended learning. A social constructivist perspective is used which implies that cultural data are in fact social constructs made on the basis of the participants’ own cultural thought patterns and the concepts and categories to which they are socialised within learning organisations. This paper aims to discuss these issues.

Design/methodology/approach

Perceptual evidence forms the primary qualitative and quantitative data for this study. The paper uses social constructivist approach with empirical data in developing the notion that cross-cultural management is a process whereby people, through social interactions, acquire participative competence for working in cross-cultural settings.

Findings

Perceptual data emerging from this study point out that considering the learning objectives of a cross-cultural context are paramount when engaging in cross-cultural management curriculum and teaching design. Such social contexts, while complex and challenging, is often a perfect opportunity where cross-cultural competence can be developed.

Originality/value

The value of the study lies in the original insights it offers into student experiences and the challenges to adopt a “one size fits all” strategy in a cross-cultural setting.

Details

Education + Training, vol. 56 no. 4
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 23 June 2023

Jonathan Lean, Robert Newbery, Jonathan Moizer, Mohamed Haddoud and Wai Mun Lim

This paper investigates how individuals' decision-making approach and perceptions of a game's cognitive realism affect the performance of virtual businesses in a web-based…

Abstract

Purpose

This paper investigates how individuals' decision-making approach and perceptions of a game's cognitive realism affect the performance of virtual businesses in a web-based simulation game.

Design/methodology/approach

Survey data are collected from 274 business simulation game users and is analysed using the fsQCA technique.

Findings

The study identifies three alternative pathways to high and low performance in a business simulation game. Results indicate that a flexible decision-making approach exists in all high performance pathway solutions. Where a game is perceived to be realistic, a more focused decision-making approach is associated with high performance. However, where perceived cognitive realism is absent, a less focused experimental decision-making approach is employed, which increases the chances to achieve low performance. Finally, perceived cognitive realism and an experimental decision-making approach are found to be mutually exclusive for achieving high performance.

Originality/value

Whilst the learning benefits of web-based simulation games are widely acknowledged, the complex interplay amongst factors affecting performance in games is under-researched. Limited research exists on how perceptions of a game's cognitive realism interact with user decision-making approaches to affect performance.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 1 February 2016

Sarah Elizabeth Luck, John William Lamp, Annemieke Craig and Jo Coldwell-Neilson

The focus of this paper is on the benefits that may eventuate through new mechanisms of production and distribution. As we enter the twenty-first century, the nature of the book…

Abstract

Purpose

The focus of this paper is on the benefits that may eventuate through new mechanisms of production and distribution. As we enter the twenty-first century, the nature of the book and the structure of the industry which produces it are undergoing radical transformation, as developments in information technology offer new mechanisms for production and distribution. Most of the discussion of these changes is conducted from the perspective of what has been lost through these changes.

Design/methodology/approach

This paper reviews the history of the book from the perspective of the disruptive effects of the changes in production technology and impact on the roles involved in production, distribution and reading of books. Darnton’s Communication Circuit is updated to predict future limiting factors and opportunities for participation.

Findings

The evolution of the book has seen successive categories of workers involved in book production supplanted by the adoption of new technology. The updated Darnton’s model suggests that the roles involved in the production and distribution of the book will, however, be supplanted in favour of authors and readers of the book in the future.

Social implications

The predicted changes will alter the roles of authors and book users.

Originality/value

This paper suggests a novel approach to the discussion of the future of book publication and suggests future developments.

Details

Library Review, vol. 65 no. 1/2
Type: Research Article
ISSN: 0024-2535

Keywords

Article
Publication date: 20 November 2017

Nouzha Harrati, Imed Bouchrika and Zohra Mahfouf

The purpose of this paper is to explore the relationship between the perceived performance, software usability, and attitude of academics to use online technology to perform their…

Abstract

Purpose

The purpose of this paper is to explore the relationship between the perceived performance, software usability, and attitude of academics to use online technology to perform their tasks in the academic context.

Design/methodology/approach

The paper assesses the acceptance and utilization of university lecturers for an online educational system using the technology-to-performance chain model. The evaluation process is conducted via an online survey which is administered to 180 university staff meanwhile objective measurements describing the actual utilization are considered during the analysis. Partial least squares path modeling is used in this study in tandem with other statistical methods to test the significance and influence of different constructs and factors related to the user.

Findings

The usability of information systems plays a crucial role compared to the attitude and social norms for lecturers to actually utilize technological products. Meanwhile, the TTF is observed to have more influence than the actual utilization for the perceived impact on performance. For the individual’s characteristics, the study indicates that the age is an influential factor on the utilization and performance in contrast to the gender which has a marginal impact.

Originality/value

The study describes a model to assess the acceptance of technology by academics based on combining self-reported data and objective quantitative measures which describe the actual utilization of the user. Further, the usability estimated using the well-known System Usability Scale is integrated within the developed model to reflect the ease of use for technology. Further, covariate analysis is conducted to explore how different types of users interact and react to educational systems for different factors including age, gender, academic qualifications and experience.

Details

Library Hi Tech, vol. 35 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

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