1,929 research outputs found

    Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews

    Get PDF
    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

    Objects, worlds, and students: virtual interaction in education

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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

    Get PDF
    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
    • …
    corecore