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1 – 2 of 2Sarah Park, Lori A. Mardis and Connie Jo Ury
The purpose of this paper is to share the process that Northwest Missouri State University B.D. Owens Library uses to decrease plagiarism including citation style guides, academic…
Abstract
Purpose
The purpose of this paper is to share the process that Northwest Missouri State University B.D. Owens Library uses to decrease plagiarism including citation style guides, academic honesty and plagiarism tutorials, online movies, and interactive learning objects that teach citing, which can be used or adapted by other libraries in both online and on‐ground information literacy instruction environments.
Design/methodology/approach
Rationale for the inclusion of citation instruction in on‐ground and online formats, their application, and uses are discussed.
Findings
Citation reference questions as a percentage of the total number of reference questions answered by librarians are on the rise. This increase may be attributed to the growth of electronic resources, which are inadequately covered in citation manuals. Students frequently struggle with identifying types of sources listed in database or bibliography citations, causing them to create bibliographies filled with errors.
Practical implications
Resources are presented that can be adapted by academic librarians seeking to curb plagiarism and student citation problems.
Social implications
Tutorials are listed and described which cover the ethical issue of plagiarism. These can be used in their native format or adapted with permission to meet the needs of local institutions.
Originality/value
To address an increasingly fluid online academic environment, this case study provides a systematic approach, which includes online style manual textbooks, tutorials, instruction, and reference.
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Keywords
Sarah C. Howes, Darryl Charles, Katy Pedlow, Iseult Wilson, Dominic Holmes and Suzanne McDonough
Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may…
Abstract
Purpose
Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults.
Design/methodology/approach
This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults.
Findings
Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display.
Research limitations/implications
The sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system.
Practical implications
Findings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults.
Originality/value
There is limited information on the usability and acceptability VR headsets in this population.
Details