1,929 research outputs found
Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews
In this paper, we report on the findings of a sensitivity analysis that was carried out within a previously conducted scoping review, hoping to contribute to the ongoing debate about how to assess the quality of research in mixed methods reviews. Previous sensitivity analyses mainly concluded that the exclusion of inadequately reported or lower quality studies did not have a significant effect on the results of the synthesis. In this study, we conducted a sensitivity analysis on the basis of reporting criteria with the aims of analysing its impact on the synthesis results and assessing its feasibility. Contrary to some previous studies, our analysis showed that the exclusion of inadequately reported studies had an impact on the results of the thematic synthesis. Initially, we also sought to propose a refinement of reporting criteria based on the literature and our own experiences. In this way, we aimed to facilitate the assessment of reporting criteria and enhance its consistency. However, based on the results of our sensitivity analysis, we opted not to make such a refinement since many publications included in this analysis did not sufficiently report on the methodology. As such, a refinement would not be useful considering that researchers would be unable to assess these (sub-)criteria
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
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Sport, children's rights and violence prevention: A source book on global issues and local programmes
Copyright @ Brunel University, 2012In line with the Convention on the Rights of the Child (CRC), UNICEF has been a strong advocate of children’s right to leisure and play. It recognizes the intrinsic value sports have in promoting the child’s health and well-being, education and development, and social inclusion, including by fostering the culture of tolerance and peace. Every child has the right to play safely, in an enabling and protective environment. However, although under-researched, evidence shows that children have been subjected to various forms of violence, abuse and exploitation ranging from undue pressure to achieve high performance, beatings and physical punishment, sexual harassment and assaults, to child labour and trafficking. The violence that children experience can lead to lifelong consequences for their health and development. It can also have devastating consequences.
Article 19 of the CRC asserts that all children have the right to be protected from violence, calling on State Parties to take all appropriate measures for the protection of children, including while in the care others. Measures include strengthening child protection systems; increasing awareness and strengthening the protective role of parents, teachers, coaches and others caregivers as well as the media; developing and implementing standards for the protection and well-being of children in sports; implementing sport for development and other international programmes and initiatives; and improving data collection and research to develop an evidence-base of “what works”. Above all, the protection of young athletes starts by ensuring that those around children regard them in a way that is appropriate to their needs and that is respectful of their rights - as children first and athletes second.
This book provides an expanded set of evidence and resources to back up the 2010 report from the UNICEF Innocenti Research Centre in Florence, Italy - Protecting Children from Violence in Sport: A review with a focus on industrialized countries. I am delighted to provide a Foreword as it complements the ongoing work being done by UNICEF in development and humanitarian environments to make sport a safer place for children
Objects, worlds, and students: virtual interaction in education
The main aim of this study is to form a complete taxonomy of the types of interactions that relate to the use of a virtual world for engaging learning experiences, when blended and hybrid learning methods are to be used. In order to investigate this topic more accurately and effectively, we distinguish four dimensions of interactions based on the context in which these occur, and the involved parts: in-world and in-class, user-to-user and user-to-world interactions. In order to conduct investigation into this topic and form a view of the interactions as clear as possible, we observed a cohort of 15 undergraduate Computer Science students while using an OpenSim-based institutionally hosted virtual world. Moreover, we ran a survey where 50 students were asked to indicate their opinion and feelings about their in-world experience. The results of our study highlight that educators and instructors need to plan their in-world learning activities very carefully and with a focus on interactions if engaging activities are what they want to offer their students. Additionally, it seems that student interactions with the content of the virtual world and the in-class student-to-student interactions, have stronger impact on students’ engagement when hybrid methods are used
Competing Forces Framework of Technology Assimilation: An Investigation into a Group of Mobile Device Users
Despite evidence that competing forces shape adoption and assimilation of technologies, there is currently no comprehensive model available that explains how such forces impact individually and socially oriented usage of technology. We distinguish between exploration versus exploitation forces and individual versus social forces and posit that these play key roles in shaping assimilation behaviors and usage outcomes. On this basis, we develop the Competing Forces Framework (CFF) of technology assimilation and validate it by analyzing how a group of fifteen iPhone users assimilated mobile services over a period of seven months. In doing so, we draw on data about the antecedent conditions at the time of iPhone adoption, about interactions within the group and its wider social network, and about how individual usage patterns developed over the considered time period. Based on the analysis, we describe and explain how the iPhone was assimilated into the group. As a result, we offer two distinct contributions to the literature. First, we present the CFF to support further investigation of how assimilation behaviors and usage outcomes are shaped as social groups adopt new technologies. Second, we offer new insight into the forces that shape assimilation of mobile devices into a social group of users. At present the analysis is forthcoming
State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literature and Empirical Cases
This report presents the 'state of play' of knowledge of how digital games can work as empowerment tools to support social inclusion processes and policy. The report brings together for the first time a review of theoretical and empirical research in a variety of disciplines, especially from learning, social inclusion, e-inclusion and innovation studies to build a framework to help understanding of the potential of games for inclusion and empowerment. It uses this framework to analyse seven well-documented case studies from across the spectrum of digital games for empowerment and inclusion to understand between the factors contributing to their success or failure. It draws conclusions as to the principal challenges, identifies knowledge gaps, and recommends potential action by stakeholders to address these challenges.JRC.J.3-Information Societ
Collecting Pokémon or receiving rewards? : How people functionalise badges in gamified online learning environments in the wild
Do game design elements like badges have one, fixed motivational effect or can they have several different? Self-Determination Theory suggests that people situationally appraise the functional significance or psychological meaning of a given stimulus, which can result in different motivational states, but there is little empirical work observing actual functionalisations of game design elements. We therefore conducted a qualitative in-the-wild diary and interview study with 81 university students who reported on their experiences with badges on two popular gamified online learning platforms, Khan Academy and Codecademy. Participants functionalised badges in nine distinct ways that only partially align with prior theory. Functionalisations shaped experience and motivation and prompted function-aligned behaviour. Badge design details fostered but did not determine different functionalisations, while no user or context characteristics were identified that reliably linked to particular functionalisations. We conclude that future research may need to conceptualise game design elements in a more differentiated way to capture what aspects support different motivational functions
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