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Article
Publication date: 6 June 2016

Cátia Raminhos, Ana Paula Cláudio, Maria Beatriz Carmo, Augusta Gaspar, Susana Carvalhosa and Maria de Jesus Candeias

The purpose of this paper is to present a Serious Game with the main purpose of inducing attitude changes as a way to prevent bullying, in a target audience of young people…

Abstract

Purpose

The purpose of this paper is to present a Serious Game with the main purpose of inducing attitude changes as a way to prevent bullying, in a target audience of young people between 10 and 12 years old.

Design/methodology/approach

The rationale for prevention is: first, to help victims of these aggressive episodes to acquire or improve competencies in avoiding or dealing with future real bullying situations; and second, to promote empathy toward the victims in bystanders. A back office application complements the game, providing substantial assistance to psychologists while using the game with patients in therapy or in research work.

Findings

Both components, the game and the back office, were evaluated with volunteers. The user study leads the authors to the conclusion that the current version of the game holds good potential in bullying prevention: the young people that played the game in a continuous time span, at the end of this testing process, have expressed improvements in their bullying prevention strategies. The back office application, a distinctive feature of the solution when compared to other similar bullying prevention solutions, was positively assessed by the psychologists who tested it.

Originality/value

The game deals with strong social features, such as number of friends and invitations to social events (e.g. a birthday party), to which young people give much importance. Additionally, it offers a variability of scenarios and consequences of actions, taking into account the user’s performance in the game. The main factors that makes the presented solution stand out in comparison with other similar bullying prevention solutions are mainly the following: It includes a back office application to assist therapists with data management features; the role of the player in the game can be chosen according to his own profile; it is possible to play even outside a therapy session (e.g. at home); and it is a portable solution.

Details

International Journal of Pervasive Computing and Communications, vol. 12 no. 2
Type: Research Article
ISSN: 1742-7371

Keywords

Article
Publication date: 22 June 2010

S. Joan Wharf Higgins, Lara L. Lauzon, Ann C. Yew, Christopher D. Bratseth and Nicole McLeod

This paper aims to describe two phases of a mixed‐method study: in phase I, the wellness practices of students at a Canadian university are reported. These data informed the…

3643

Abstract

Purpose

This paper aims to describe two phases of a mixed‐method study: in phase I, the wellness practices of students at a Canadian university are reported. These data informed the re‐development of a first‐year health education course. Subsequent to its revision, phase II of the study assessed the impact of the course on students' wellness practices and learnings.

Design/methodology/approach

In phase I, 855 students completed a survey rating ten wellness practices relating to themselves. Survey results were explored further in focus groups with 60 students. In phase II, a pre‐ and post‐design assessed the impact of the health education curriculum. Wellness practices were surveyed, at the beginning and end of term, and content analysis was conducted on students' assignments.

Findings

In phase I, the mean overall wellness score was 779.7 out of 1,000 or “good”. Students scored highest in sexuality and safety, and lowest in physical activity and nutrition. Qualitative analyses revealed four primary themes important to students' wellness: being or holistic health; belonging or feeling connected to others and the campus; becoming or studying to achieve a professional or scholarly degree; and balance – or the search for stability. In phase II, significant changes were found for seven wellness scores when comparing the beginning and end of semester. Analysis of course assignments found that students left the course with enhanced affect and knowledge levels.

Originality/value

The results support the argument that a health education curriculum, responsive to students' identified needs, and in conjunction with a healthy campus environment, promises to enhance student wellness.

Details

Health Education, vol. 110 no. 4
Type: Research Article
ISSN: 0965-4283

Keywords

Article
Publication date: 8 June 2015

Robert Farrell and William Badke

– The purpose of this article is to consider the current barriers to situating in the disciplines and to offer a possible strategy for so doing.

2738

Abstract

Purpose

The purpose of this article is to consider the current barriers to situating in the disciplines and to offer a possible strategy for so doing.

Design/methodology/approach

The paper reviews current challenges facing librarians who seek to situate information literacy in the disciplines and offers and practical model for those wishing to do so. Phenomenographic evidence from disciplinary faculty focus groups is presented in the context of the model put forward.

Findings

Disciplinary faculty do not have generic conceptions of information literacy but rather understand information-related behaviors as part of embodied disciplinary practice.

Practical implications

Librarians dissatisfied with traditional forms of generic information literacy instruction marketing will find a method by which to place ownership on information literacy in the hands of disciplinary faculty.

Originality/value

The article offers a unique analysis of the challenges facing current information literacy specialists and a new approach for integrating information literacy in the disciplines.

Details

Reference Services Review, vol. 43 no. 2
Type: Research Article
ISSN: 0090-7324

Keywords

Article
Publication date: 30 November 2018

Lettie Y. Conrad and Virginia M. Tucker

Qualitative researchers and information practitioners often investigate questions that probe the underlying mental models, nuanced perspectives, emotions and experiences of their…

2190

Abstract

Purpose

Qualitative researchers and information practitioners often investigate questions that probe the underlying mental models, nuanced perspectives, emotions and experiences of their target populations. The in-depth qualitative interview is a dominant method for such investigations and the purpose of this paper is to demonstrate how incorporating hybrid card-sorting activities into interviews can enable deeper participant reflections and generate rich data sets to increase understanding.

Design/methodology/approach

Following a review of relevant literature, the case illustration presented is a grounded theory study into the student-researcher information experience with personal academic information management. This study uses hybrid card sorting within in-depth, semi-structured interviews, a unique adaptation that extends multi-disciplinary awareness of the benefits of card-sort exercises for qualitative research.

Findings

Emerging from diverse fields, ranging from computer science, engineering, psychology and human–computer interaction, card sorting seeks to illuminate how participants understand and organise concepts. The case illustration draws largely on methods used in interaction design and information architecture. Using either open or fixed designs, or hybrid variations, card-sort activities can make abstract concepts more tangible for participants, offering investigators a new approach to interview questions with the aid of this interactive, object-based technique.

Originality/value

Opening with a comprehensive review of card-sort studies, the authors present an information experience case illustration that demonstrates the rich data generated by hybrid card sorting within qualitative interviews, or interactive interviews. This is followed by discussion of the types of research questions that may benefit from this original method.

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