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Open Access
Article
Publication date: 28 September 2021

Maria Vincenza Ciasullo, Mariarosaria Carli, Weng Marc Lim and Rocco Palumbo

The article applies the citizen science phenomenon – i.e. lay people involvement in research endeavours aimed at pushing forward scientific knowledge – to healthcare. Attention is…

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Abstract

Purpose

The article applies the citizen science phenomenon – i.e. lay people involvement in research endeavours aimed at pushing forward scientific knowledge – to healthcare. Attention is paid to initiatives intended to tackle the COVID-19 pandemic as an illustrative case to exemplify the contribution of citizen science to system-wide innovation in healthcare.

Design/methodology/approach

A mixed methodology consisting of three sequential steps was developed. Firstly, a realist literature review was carried out to contextualize citizen science to healthcare. Then, an account of successfully completed large-scale, online citizen science projects dealing with healthcare and medicine has been conducted in order to obtain preliminary information about distinguishing features of citizen science in healthcare. Thirdly, a broad search of citizen science initiatives targeted to tackling the COVID-19 pandemic has been performed. A comparative case study approach has been undertaken to examine the attributes of such projects and to unravel their peculiarities.

Findings

Citizen science enacts the development of a lively healthcare ecosystem, which takes its nourishment from the voluntary contribution of lay people. Citizen scientists play different roles in accomplishing citizen science initiatives, ranging from data collectors to data analysts. Alongside enabling big data management, citizen science contributes to lay people's education and empowerment, soliciting their active involvement in service co-production and value co-creation.

Practical implications

Citizen science is still underexplored in healthcare. Even though further evidence is needed to emphasize the value of lay people's involvement in scientific research applied to healthcare, citizen science is expected to revolutionize the way innovation is pursued and achieved in the healthcare ecosystem. Engaging lay people in a co-creating partnership with expert scientist can help us to address unprecedented health-related challenges and to shape the future of healthcare. Tailored health policy and management interventions are required to empower lay people and to stimulate their active engagement in value co-creation.

Originality/value

Citizen science relies on the wisdom of the crowd to address major issues faced by healthcare organizations. The article comes up with a state of the art investigation of citizen science in healthcare, shedding light on its attributes and envisioning avenues for further development.

Details

European Journal of Innovation Management, vol. 25 no. 6
Type: Research Article
ISSN: 1460-1060

Keywords

Content available
83

Abstract

Details

Online Information Review, vol. 32 no. 1
Type: Research Article
ISSN: 1468-4527

Keywords

Content available
Article
Publication date: 1 June 2004

58

Abstract

Details

Interlending & Document Supply, vol. 32 no. 2
Type: Research Article
ISSN: 0264-1615

Open Access
Article
Publication date: 7 September 2020

Sandra Maria Correia Loureiro, Ricardo Godinho Bilro and Fernando José de Aires Angelino

The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the…

11258

Abstract

Purpose

The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda.

Design/methodology/approach

A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles.

Findings

From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research.

Originality/value

There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.

Propósito

En este documento se revisan los estudios sobre el uso de la realidad virtual (RV) y la Gamificación para involucrar a los estudiantes en la educación superior en marketing, se identifican los principales temas de investigación tratados, las lagunas de investigación y se sugiere una agenda futura de investigación.

Diseño/metodología/enfoque

Una revisión de la literatura basada en dos búsquedas en Web of Science (WOS) permitió identificar 115 artículos. La minería de textos se utilizó para realizar un análisis de texto completo de los artículos relacionados con RV y gamificación en la educación superior. Los autores también compararon las características más destacadas de los artículos.

Hallazgos

A partir de este análisis, se encuentran y analizan cinco grandes temas de investigación: metodologías de enseñanza y educación, experiencia y motivación, compromiso de los estudiantes, aplicadas a la RV y la gamificación. Basándose en esto y siguiendo el marco del TCCM, el artículo proporciona una agenda futura de investigación.

Originalidad/valor

No hay una revisión exhaustiva que explore los temas, las teorías, construcciones y métodos utilizados en estudios anteriores relativos a RV y gamificación aplicados a servicios de educación superior basados en todos los artículos publicados en revistas académicas. Esta revisión proporciona una panorámica más detallada y sugiere a los académicos nuevas líneas de trabajo para seguir desarrollando este campo de investigación.

目的

本文的目的是回顾为了提高学生参与高等教育而使用虚拟现实(VR)和游戏化的营销方面的研究,以确定它们的研究主题,研究差距,并以此准备未来的研究议程。

文章设计/方法

本文的文献综述是基于Web of Science的两个搜索词进行的,最终搜索出115篇文章。本文采用文本挖掘方法,对与高等教育中的虚拟现实和游戏化相关的论文进行全文分析。作者还比较了这些文章中呈现的显著特征。

研究结果

从这一调查中,我们发现并分析了五大研究主题,即教学方法与教育、体验与动机、学生参与、虚拟现实应用理论和游戏化。在此基础上,遵循理论概念、特征、方法论框架,为今后的研究提供了方向。

本文独创性/价值

目前,在权威学术期刊上发表的所有文章,都没有对以往关于虚拟现实和游戏化应用于高等教育服务的研究的主题、理论、结构和方法进行全面的综述。本文旨在提供更深刻的见解,以帮助学者们为这一研究领域的发展做出贡献。

Content available
Article
Publication date: 6 September 2011

Pauline Rafferty

339

Abstract

Details

Journal of Documentation, vol. 67 no. 5
Type: Research Article
ISSN: 0022-0418

Keywords

Content available

Abstract

Details

The Development of Open Government Data
Type: Book
ISBN: 978-1-80262-315-4

Content available
Article
Publication date: 1 March 2003

81

Abstract

Details

Library Hi Tech News, vol. 20 no. 3
Type: Research Article
ISSN: 0741-9058

Content available
Book part
Publication date: 8 January 2021

Abstract

Details

Examining the impact of industry 4.0 on academic libraries
Type: Book
ISBN: 978-1-80043-656-5

Open Access
Article
Publication date: 30 September 2019

Laura Sinay, Maria Cristina Fogliatti de Sinay, Rodney William (Bill) Carter and Aurea Martins

The purpose of this paper is to critically analyze the influence of the algorithm used on scholarly search engines (Garfield’s algorithm) and propose metrics to improve it so that…

Abstract

Purpose

The purpose of this paper is to critically analyze the influence of the algorithm used on scholarly search engines (Garfield’s algorithm) and propose metrics to improve it so that science could be based on a more democratic way.

Design/methodology/approach

This paper used a snow-ball approach to collect data that allowed identifying the history and the logic behind the Garfield’s algorithm. It follows on excerpting the foundation of existing algorithm and databases of major scholarly search engine. It concluded proposing new metrics so as to surpass restraints and to democratize the scientific discourse.

Findings

This paper finds that the studied algorithm currently biases the scientific discourse toward a narrow perspective, while it should take into consideration several researchers’ characteristics. It proposes the substitution of the h-index by the number of times the scholar’s most cited work has been cited. Finally, it proposes that works in languages different than English should be included.

Research limitations/implications

The broad comprehension of any phenomena should be based on multiple perspectives; therefore, the inclusion of diverse metrics will extend the scientific discourse.

Practical implications

The improvement of the existing algorithm will increase the chances of contact among different cultures, which stimulate rapid progress on the development of knowledge.

Originality/value

The value of this paper resides in demonstrating that the algorithm used in scholarly search engines biases the development of science. If updated as proposed here, science will be unbiased and bias aware.

Details

RAUSP Management Journal, vol. 54 no. 4
Type: Research Article
ISSN: 2531-0488

Keywords

Content available
Article
Publication date: 1 July 2014

246

Abstract

Details

Library Hi Tech News, vol. 31 no. 5
Type: Research Article
ISSN: 0741-9058

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