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1 – 10 of over 8000Robert Mertens, Markus Ketterl and Peter Brusilovsky
Social navigation is an emerging trend for navigation in hypermedia. With social navigation, users can be guided through large volumes of learning content by cues which integrate…
Abstract
Purpose
Social navigation is an emerging trend for navigation in hypermedia. With social navigation, users can be guided through large volumes of learning content by cues which integrate the browsing history of past users. Earlier papers have shown that social navigation is suitable for navigation not only in classic hypermedia but also in time‐based learning media like web lectures by presenting prototype implementations. The purpose of this paper is to report on user experiences with social navigation for web lectures in the classroom.
Design/methodology/approach
This paper presents results obtained from a two‐term classroom study with a social navigation interface for web lectures. The study comprises both log file analysis and student questionnaires. The interface used in the study implements a footprint‐based social navigation approach for time‐based continuous media such as web lectures.
Findings
The results of the user study show that social navigation cues significantly affect user lecture navigation, causing users to pay more attention to the material previously explored by other users. The users' subjective feedback on the usefulness of the social navigation cues and related navigation components was significantly positive.
Originality/value
Social navigation has primarily been implemented and researched in traditional text‐ and picture‐based hypermedia. This paper presents an actual user study of footprint‐based social navigation for web lectures. The results of this study are relevant to both practitioners who want to use social navigation in web lectures and researchers who want to improve and research navigation approaches for time‐based media.
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This paper aims to explore the interactions of social learning and career navigation and their associated implications for women in military service.
Abstract
Purpose
This paper aims to explore the interactions of social learning and career navigation and their associated implications for women in military service.
Design/methodology/approach
Social learning theory (Bandura, 1977) exposes and aids in understanding the ability of an organization’s members to reconcile their personal experiences, socialization and observations. Drawn from a larger qualitative study of gender in the US military, this study highlights the US military’s rigorous socialization practices and the reliance on communal memory and social learning including matters pertaining to gender including career navigation.
Findings
Military servicewomen use these processes to learn military culture, acceptable behaviors, institutional norms and organizational realities for career navigation reflective of gender.
Originality/value
This article presents a novel exploration of gender in the military as it pertains to social learning and career progression.
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Chun‐Chia Lee, Shang Hwa Hsu and Jen‐Wei Chang
Sociability is considered to be important to the success of educational MMORPGs. The purpose of this study was to access the relative weights of these sociability factors which…
Abstract
Purpose
Sociability is considered to be important to the success of educational MMORPGs. The purpose of this study was to access the relative weights of these sociability factors which the authors garnered from the literature on educational MMORPGs.
Design/methodology/approach
The authors used fuzzy‐AHP approach to access the relative weights of these sociability factors they garnered from the literature on educational MMORPGs. To do this, a questionnaire using a pair‐wise comparison data input format was administered to 242 school teachers to gather assessments for the factors.
Findings
The authors found five most important factors affecting sociability – cooperation, team‐based reward, discussion of strategy, reputation, and social navigation.
Originality/value
Although prior studies have identified various factors that facilitate sociability in educational MMORPGs, the relative importance of these factors has not been determined. The results can not only be used to help educational MMORPG developers focus on the most important sociability factors and propose specific guidelines for designing educational MMORPGs, but can also identify the best design strategy for promoting sociability of educational MMORPGs.
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A community-centred approach to health called Community Wellbeing Practices (CWP) is being offered to patients at all 17 GP practices in Halton in order to respond more…
Abstract
Purpose
A community-centred approach to health called Community Wellbeing Practices (CWP) is being offered to patients at all 17 GP practices in Halton in order to respond more appropriately to patients’ social needs, which are often an underlying reason for their presentation at primary care services. The paper aims to discuss these issues.
Design/methodology/approach
Delivered in partnership with a local social enterprise this approach is centred on the integration of community assets and non-medical community-based support provided by the voluntary, community and social enterprise sector. The core elements include community navigation, social prescribing and social action approaches.
Findings
The CWP initiative has supported more than 5,000 patients over the last four years and has evidenced demonstrable improvements in a range of health and social outcomes for patients.
Research limitations/implications
The initiative has been well received by clinicians and social care professionals and has contributed to a cultural transformation in the way health and care professionals are responding to the identified needs of the community.
Practical implications
Using community-centred approaches in this way may help to augment clinical outcomes as well as reduce demand on over stretched public services.
Social implications
Community-centred models such as the one in Halton have the potential to empower citizens to play an active role in creating healthier communities by catalysing a “people powered” social movement for health.
Originality/value
The CWP model in Halton is a good example of the way community-centred approaches to health can be integrated with health and care pathways to augment clinical outcomes and reduce demand on over stretched services.
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Jose M. Barrutia, Mario R. Paredes and Carmen Echebarria
Based on service-dominant logic (SDL) and related perspectives, which suggest that value is co-created through the integration of resources, the purpose of this study is to…
Abstract
Purpose
Based on service-dominant logic (SDL) and related perspectives, which suggest that value is co-created through the integration of resources, the purpose of this study is to propose a model which considers two value co-creation sources: firm resources, in the form of process electronic-service quality (ESQ) and outcome ESQ, and consumer resources, as represented by consumer expertise and its antecedents (i.e. social expertise and Internet skills). The effect of product type on the relationship between both co-creation sources, and the value is analyzed.
Design/methodology/approach
This study adopts a post-positivist approach. The study begins with cause and effect thinking to build a literature-driven model. Subsequently, pre-existent measures are adapted to the research context, and a Web-based questionnaire is built. The survey administration process yields 1,024 usable responses from Spanish Internet shoppers. To analyze the validity and reliability of the proposed scales and test the relationships hypothesized, the multivariate statistical techniques confirmatory factor analysis and structural equation modeling are used.
Findings
For low-outlay/high-frequency (LO/HF) products, consumers rely more on their own resources, and expertise is more important than process and outcome quality. For high-outlay/low-frequency (HO/LF) products, however, firm resources have a stronger impact.
Practical implications
The study findings may be useful to design e-commerce strategies combining specific ESQ and expertise-related policies according to the type of product offered by the e-service provider.
Originality/value
The empirical study reported here confers similar salience to both consumer resources and firm resources to explain value perception, which is unusual. This is the first study addressed to explain perceived value in a business-to-consumer e-commerce context by jointly considering firm resources (process ESQ and outcome ESQ), consumer resources (expertise) and product type. The moderating effect of product type is consistent with insights from prior marketing research but counterintuitive. It could be thought that expertise should be more important for HO/LF products, which is contrary to the results of this study.
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It is clear that a lot of information acquisition happens through networks and therefore the focus in this article will lie in the relationships that bind a network together. The…
Abstract
It is clear that a lot of information acquisition happens through networks and therefore the focus in this article will lie in the relationships that bind a network together. The attempt is to map the motives as well as the group identity factors as means of exploring the reasons for sharing. The theoretical framework is brought from the social capital and group identity literature combined with the theories on information sharing in context. The aim is to see how information-sharing practices are developed in two different organisations and these theories are mirrored in the information sharing practices in an insurance company and in a biotechnology firm. The analysis of the cases shows how the group identity and the local context affect information sharing practices. The human and social processes underpin the formal structures enabling information interactions.
Oscar Ybarra, Ethan Kross, David Seungjae Lee, Yufang Zhao, Adrienne Dougherty and Jeffrey Sanchez-Burks
Researchers have undertaken many approaches to conceptualizing and assessing EI. Some approaches combine self-reported EI with broader personality constructs. Other approaches are…
Abstract
Researchers have undertaken many approaches to conceptualizing and assessing EI. Some approaches combine self-reported EI with broader personality constructs. Other approaches are based on so-called ability measures of EI, whether as tendencies people can self-report (Tett, Fox, & Wang, 2005) or as assessments developed to measure specific components of EI (e.g., Nowicki & Duke, 1994). We briefly survey the literature to arrive at a working understanding of what EI is currently thought to be (for more extensive reviews, see Mayer, Roberts, & Barsade, 2008; Zeidner, Matthews, Roberts, 2009).
The purpose of this paper is to explore the value of utilising a holistic ergonomic approach, covering engineering, cognitive and social perspectives, to cultivate beneficial and…
Abstract
Purpose
The purpose of this paper is to explore the value of utilising a holistic ergonomic approach, covering engineering, cognitive and social perspectives, to cultivate beneficial and productive collaborative information seeking (CIS) systems and environments, specifically with regard to three main CIS pillars (control, communication and awareness).
Design/methodology/approach
A qualitative research approach, based on a selective corpus of CIS literature, was utilised to perform a content analysis to note if terms and concepts normally associated with engineering, cognitive and social ergonomics can be used to eliminate terms reflecting issues related to three CIS pillars (control, communication and awareness) that can benefit from a holistic ergonomic approach.
Findings
The content analysis revealed that a fairly extensive amount of holistic ergonomic terminology is prominent within the CIS literature, therefore establishing a connection between the two disciplines: CIS and ergonomics. This suggests that CIS system issues could benefit from the insights of a holistic ergonomic approach.
Research limitations/implications
Since this is an exploratory study the scope of CIS literature utilised in the content analysis was limited to a selection considered most important by the authors; this should be supplemented by further research.
Practical implications
Intended to instigate interest in further exploration of the beneficial and productive implications and practical application of holistic ergonomics in designing CIS systems and environments.
Originality/value
This is the first research paper in the Library and Information Science literature that explores the potential of utilising holistic ergonomics to cultivate CIS systems and environments.
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Hao Zhang, Qingyue Lin, Chenyue Qi and Xiaoning Liang
This study aims to explore how online reviews and users’ social network centrality interact to influence idea popularity in open innovation communities (OICs).
Abstract
Purpose
This study aims to explore how online reviews and users’ social network centrality interact to influence idea popularity in open innovation communities (OICs).
Design/methodology/approach
This study used Python to obtain data from the LEGO Innovation Community. In total, 285,849 reviews across 4,475 user designs between March 2019 and March 2021 were extracted to test this study’s hypotheses.
Findings
The ordinary least square regression analysis results show that review volume, review valence, review variance and review length all positively influence idea popularity. In addition, users’ in-degree centrality positively interacts with review valence, review variance and review length to influence idea popularity, while their out-degree centrality negatively interacts with such effects.
Research limitations/implications
Drawing on the interactive marketing perspective, this study employs a large sample from the LEGO community and examines user design and idea popularity from a community member’s point of view. Moreover, this study is the first to confirm the role of online reviews and user network centrality in influencing idea popularity in OICs from a social network perspective. Furthermore, by integrating social network analysis and persuasion theories, this study confirms the interaction effects of review characteristics and users’ social network centrality on idea popularity.
Practical implications
This study’s results highlight that users should actively interact and share with reviewers their professional product design knowledge and/or the journey of their design to improve the volume of reviews on their user designs. Moreover, users could also draw more attention from other users by actively responding to heterogeneous reviews. In addition, users should be cautious with the number of people they follow and ensure that they improve their in-degree rather than out-degree centrality in their social networks.
Originality/value
This study integrates social network analysis and persuasion theories to explore the effects of online reviews and users’ centrality on idea popularity in OICs, a vital research issue that has been overlooked.
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