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1 – 10 of over 6000Robert 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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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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Apitchaka Singjai and Pradorn Sureephong
– The purpose of this paper is to propose a combined technique of cumulative voting and numerical assignment to prioritize the services of the learning cloud service.
Abstract
Purpose
The purpose of this paper is to propose a combined technique of cumulative voting and numerical assignment to prioritize the services of the learning cloud service.
Design/methodology/approach
The approach starts with requirement elicitation, then analyses of the requirements in terms of prioritization and finally classifies the priority of services into groups.
Findings
As a result of the case study the requirements of the College of Art Media and Technology students has been classified into three service groups.
Originality/value
This combined prioritized techniques can involve learners in the decision making process about learning cloud services utilization in the organizations.
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Sally Thomas, Sophia Cotroneo, Daniel Pham, Rosemary Kalogeropoulos, Jonathan Tyler and Shalini Arunogiri
Many people with dual diagnosis present with social complexity that impedes service access. The role of social work support in such service navigation is poorly understood. This…
Abstract
Purpose
Many people with dual diagnosis present with social complexity that impedes service access. The role of social work support in such service navigation is poorly understood. This study aims to characterise client presentations to an Australian telephone-based social work alcohol and other drug (AOD) service navigation and linkage program, with consideration of presentation complexity compared between those clients who present with or without self-reported mental health (MH) concerns and a history of MH diagnoses, to identify differences in baseline characteristics, and linkage outcomes.
Design/methodology/approach
A retrospective audit was conducted of routinely collected clinical information from a six-month period, selected to capture the social and health challenges experienced during the mid-pandemic period (mid-2021) in Victoria, Australia, during which a number of lockdowns resulted in a reliance on telephone-based services. The audit focused on client and presentation characteristics, and compared clients with and without a history of co-occurring MH and AOD concerns.
Findings
It was found that three in four people accessing an Australian telephone-based AOD service navigation and linkage program presented with dual diagnosis. Individuals with dual diagnosis required more support from the service compared to those without a co-occurring MH disorder; but overall, were just as likely to achieve a successful linkage to services, when offered holistic, long-term social work support.
Originality/value
This study focused on the role of social workers in this service navigation program in supporting individuals with complexity. It also highlights the challenges in operationalising social complexity factors alongside clinical MH and AOD diagnoses, and points to the need for further research to guide future service development for this vulnerable client group.
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Zhen Shao, Lin Zhang, Kuanchin Chen and Chenliang Zhang
The aim of this study is to explore, identify and understand the impact of technology affordance in the context of social networking sites (SNSs). Moreover, this study…
Abstract
Purpose
The aim of this study is to explore, identify and understand the impact of technology affordance in the context of social networking sites (SNSs). Moreover, this study incorporates user experience as a moderator, in order to explore behavioral differences between veterans (high-experience users) and newbies (low-experience users).
Design/methodology/approach
A research model was developed to examine the influences of three technology affordances: interactivity, information and navigation on user satisfaction and SNS stickiness. Totally 266 data were collected from a famous college in China using an online survey, and structural equation modeling technique was used to examine the proposed research model.
Findings
The empirical research findings indicated that the three technology affordance attributes exhibited different degrees of influence on user satisfaction, which in turn facilitated SNS stickiness. Particularly, high-experience users were more likely influenced by interactivity and information affordances, while low-experience users are more susceptible to navigation affordance.
Practical implications
This study can provide guidelines to the platform administrators to design SNSs from the aspects of interactivity, information and navigation attributes and pay attention to the preference differences between high-experience users and low-experience users.
Originality/value
This study uncovers the significant antecedents of SNS stickiness from a technology affordance lens and reveals the moderating effect of user experience on the relationship between three technology affordance attributes and satisfaction.
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