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Open Access
Article
Publication date: 17 September 2024

Karolina Brylska, Tomasz Gackowski, Anita Kwiatkowska and Martyna Dudziak-Kisio

The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with…

Abstract

Purpose

The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with the use of head-mounted display (HMD).

Design/methodology/approach

The study included one biology lesson conducted in 4 groups of a dozen people and one biology lesson in VR carried out individually on 75 people. The respondents completed the knowledge test, a questionnaire before and after the class regarding the attitude to new technologies, and feelings after the lesson. The researchers used detailed observation sheets (subjects' behaviour and the dynamics of the lesson). The obtained results were analysed statistically through lesson type (traditional/VR), respondent type (technology enthusiast/non-enthusiast) and question type. The Mann–Whitney U test, t-student and chi-squared (?²) test were used.

Findings

The average of the overall results in the knowledge test was similar in both groups (16 points; ±SD 2.13), slightly better for the analogue group and for the non-enthusiast group. It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm. However, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world. It was clearly indicated, quantitatively and qualitatively, how the technology modalities directly influenced the learning outcomes.

Originality/value

The article offers fresh insights into how students' perceptions of the educational process can be transformed through the integration of VR. The compelling findings and nuanced analysis provide a robust foundation for exploring new frontiers in educational technology.

Details

Information Technology & People, vol. 37 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 27 August 2024

Pablo Antonio Archila, Brigithe Tatiana Ortiz, Anne-Marie Truscott de Mejía and Jorge Molina

In November 2022, the commercial company, OpenAI, launched ChatGPT. Since then, university students have rapidly become regular users of this artificial intelligence (AI…

Abstract

Purpose

In November 2022, the commercial company, OpenAI, launched ChatGPT. Since then, university students have rapidly become regular users of this artificial intelligence (AI) platform. One reason for this is the powerful capability of this generative AI tool to produce textual content, which in many cases, is almost indistinguishable from human-generated content. Another reason is that ChatGPT easily gives anyone access to knowledge. However, there is a problem as the vast majority of its users have no idea how this AI platform works and thus overlook the importance of thinking critically about information communicated in ChatGPT. While some call for banning this generative AI tool, this study aims to provide evidence that science classrooms can become scenarios where students find explicit, concrete, and realistic opportunities to critically evaluate scientific information generated by ChatGPT.

Design/methodology/approach

An intervention study was conducted with 55 students (26 females and 29 males, 17–24 years old) during a university Spanish-English bilingual science course taught within an active learning environment. The data consist of the written critiques of the students about Spanish-English bilingual scientific texts produced by ChatGPT.

Findings

Results indicate that the intervention had a positive effect on students’ abilities to construct sound arguments in Spanish and in English while judging the quality of scientific texts produced by this AI bot. Moreover, the findings suggest that the intervention enriched students’ skills to make improvements to texts produced by this generative AI tool.

Originality/value

The evidence provided in this study contributes to the exploration of possibilities to help students become critical users of ChatGPT.

Details

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

Keywords

Open Access
Article
Publication date: 24 April 2024

Greg Richards

This paper aims to consider the relationship between urban events and urban public space, asking whether cities have enough space for events and whether events have enough space…

Abstract

Purpose

This paper aims to consider the relationship between urban events and urban public space, asking whether cities have enough space for events and whether events have enough space in cities.

Design/methodology/approach

Policy analysis surrounding events and festivals in the Netherlands is used to understand the dynamics of urban events, supported by content analysis of policy documents. A vignette of event space struggles in Amsterdam illustrates the contradictions of the event/space relationship.

Findings

The research identifies a policy shift in the Netherlands towards urban events from expansive, festivalisation strategies to defensive, NIMBYist policies. It exposes contradictions between protecting space as a living resource and the exploitation of space for regenerative purposes. Three future scenarios for urban events are outlined: conflict and competition, growth and harmony and digitalisation and virtualisation.

Practical implications

Develops scenarios for the future relationship between events and urban space.

Originality/value

Provides an analysis of the recursive spatial implications of the growth of the events sector for cities and the growth of cities for events.

Details

International Journal of Tourism Cities, vol. 10 no. 3
Type: Research Article
ISSN: 2056-5607

Keywords

Book part
Publication date: 16 September 2024

Tess Watterson

Tabletop ‘pen and paper’ role-play games (TTRPGs) can function as spaces of creative experimentation with gender identity through shared storytelling. The last decade has seen an…

Abstract

Tabletop ‘pen and paper’ role-play games (TTRPGs) can function as spaces of creative experimentation with gender identity through shared storytelling. The last decade has seen an explosion of Actual Play (AP) shows that broadcast recorded gameplay of TTRPGs to online audiences. Neverafter is the 15th season of well-known AP show Dimension 20 and is a horror-themed re-imagining of classic fairy tales through the rules of Dungeons and Dragons. Four of the six player characters are male, based individually on the fairy tales of Pinocchio, Puss in Boots, the Frog Prince, and a (gender-swapped) Mother Goose, adventuring together in a story-world called ‘The Neverafter’. Not only are these versions of the fairy tale characters shaped by the players' own explorations of identity, but as an AP show, this is also layered with the expectations produced by the show's wide fan base. Their diverse gender explorations and their subversion of fairy tale conventions are enabled by the fluency of the players and audience in freely flowing between the framing perspectives of player and character. This chapter will focus on non-binary player Ally Beardsley's creation and performance of Mother Timothy Goose as a gay, elderly, human man as a particularly meaningful case study. This analysis considers how heroic masculinity is reconceptualised in Neverafter through the horror-themed embodiment of fairy tale men in the context of contemporary gender issues.

Details

Gender and the Male Character in 21st Century Fairy Tale Narratives
Type: Book
ISBN: 978-1-83753-789-1

Keywords

Open Access
Article
Publication date: 30 January 2024

Sarah Marschlich and Laura Bernet

Corporations are confronted with growing demands to take a stand on socio-political issues, i.e. corporate social advocacy (CSA), which affects their reputation in the public…

1885

Abstract

Purpose

Corporations are confronted with growing demands to take a stand on socio-political issues, i.e. corporate social advocacy (CSA), which affects their reputation in the public. Companies use different CSA message strategies, including calling the public to support and act on the issue they advocate. Using reactance theory, the authors investigate the impact of CSA messages with a call to action on corporate reputation in the case of a company's gender equality initiative.

Design/methodology/approach

A one-factorial (CSA message with or without a call to action) between-subjects experiment was conducted by surveying 172 individuals living in Switzerland. The CSA messages were created in the context of gender equality.

Findings

The authors' study indicates that CSA messages with a call to action compared to those without overall harmed corporate reputation due to individuals' reactance, which is higher for CSA messages with a call to action, negatively affecting corporate reputation. The impact of the CSA message strategy with a call to action on corporate reputation remains significant after controlling for issue alignment and political leaning.

Originality/value

Communicating about socio-political issues, especially taking a stand, is a significant challenge for corporations in an increasingly polarized society and has often led to backlash, boycotts and damage to corporate reputation. This study shows that the possible adverse effects of advocating for socio-political issues can be related to reactance. It emphasizes that companies advocating for contested issues must be more cautious about the message strategy than the issue itself.

Details

Corporate Communications: An International Journal, vol. 29 no. 7
Type: Research Article
ISSN: 1356-3289

Keywords

Article
Publication date: 30 August 2024

Nora Denner, Benno Viererbl and Maike Weismantel

This study examines the role of CEO communication in effective crisis management. Specifically, it examines whether the communication of private information about a CEO can create…

Abstract

Purpose

This study examines the role of CEO communication in effective crisis management. Specifically, it examines whether the communication of private information about a CEO can create a positive pre-crisis image that serves as a buffer during actual crises.

Design/methodology/approach

This study uses a 2x2 experimental design to analyze the effect of CEO communication (private information vs no private information) on pre-crisis image and its effectiveness in different types of crises (victim crisis vs preventable crisis).

Findings

The results of this research show that the communication of private information about a CEO contributes to the improvement of public image perceptions when a crisis occurs. This effect is influenced by the recipient’s identification with the organization as well as perceptions of empathy and competence toward the CEO. Notably, stronger effects are observed in the context of a victim crisis.

Originality/value

This study contributes to the field by highlighting the importance of CEO communication in crisis management and its potential to proactively build a positive pre-crisis image. In addition, it examines how this mechanism varies by crisis type, providing valuable insights for crisis communication strategies.

Details

Corporate Communications: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1356-3289

Keywords

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