10,716 research outputs found

    Mapping the Money in Public Media

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    Provides an overview of emerging "user-centric" business models for public media that utilize the interactivity of digital technologies as a way to integrate content, communication, commerce, and community through participatory media creation

    The impact of Facebook use on micro-level social capital: a synthesis

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    The relationship between Facebook use and micro-level social capital has received substantial scholarly attention over the past decade. This attention has resulted in a large body of empirical work that gives insight into the nature of Facebook as a social networking site and how it influences the social benefits that people gather from having social relationships. Although the extant research provides a solid basis for future research into this area, a number of issues remain underexplored. The aim of the current article is twofold. First, it seeks to synthesize what is already known about the relationship between Facebook use and micro-level social capital. Second, it seeks to advance future research by identifying and analyzing relevant theoretical, analytical and methodological issues. To address the first research aim, we first present an overview and analysis of current research findings on Facebook use and social capital, in which we focus on what we know about (1) the relationship between Facebook use in general and the different subtypes of social capital; (2) the relationships between different types of Facebook interactions and social capital; and (3) the impact of self-esteem on the relationship between Facebook use and social capital. Based on this analysis, we subsequently identify three theoretical issues, two analytical issues and four methodological issues in the extant body of research, and discuss the implications of these issues for Facebook and social capital researchers

    More Than a Library: An Outline for an Integrated Marketing Communications Campaign

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    The evolution of the academic library occurred amidst disruptive changes in the information landscape and has resulted in changing definitions of the role of libraries on academic campuses. The Rochester Institute of Technology (RIT) Libraries are an example of the library enterprise in transition; however, communicating value through this transformation requires strategic communication. The present project discusses trends in communications and applies it to RIT Libraries by creating a suggested outline for the strategic and tactical components of a marketing communications campaign. Based on a review of the literature, this thesis posits that the forward-thinking library will use the changing landscape as an opportunity to create a strategic marketing program and will thus make a profound investment in its future

    Emerging Patient-Driven Health Care Models: An Examination of Health Social Networks, Consumer Personalized Medicine and Quantified Self-Tracking

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    A new class of patient-driven health care services is emerging to supplement and extend traditional health care delivery models and empower patient self-care. Patient-driven health care can be characterized as having an increased level of information flow, transparency, customization, collaboration and patient choice and responsibility-taking, as well as quantitative, predictive and preventive aspects. The potential exists to both improve traditional health care systems and expand the concept of health care though new services. This paper examines three categories of novel health services: health social networks, consumer personalized medicine and quantified self-tracking

    Technology as tool to overcome barriers of using fitness facilities: A health behavioural perspective

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    Underlying health conditions have been highlighted throughout the literature preventing several populations from engaging in physical activity. There have been little to no attempts made in addressing these populations directly in fitness facilities or indirectly using information technology (IT). The current research aimed at exploring current barriers and practices regarding IT and technological support in a fitness facility environment, using health behaviour theories (HBT) to explain member experiences. The sample was composed of 66 participants selected from 5 fitness facilities in Manchester, UK, of which there were 60.6% males and 39.4% females aged from 18-59. The instrument used was a survey. Health motives were reported by 71.2% of the participants, while ‘injury’ (reported by 70.2%), ‘lack of knowledge about exercise and health’ (reported by 42.4%), and ‘illness’ (reported by 28.1%) as main barriers to use the facilities. The main support mechanisms provided by the facilities management were staff support (59%), with online and technological support only accounting for 38.6% of facility support. The use of personal IT within the facilities were utilised by over half the participants (50.2%). The study revealed the need of additional IT support by fitness facilities in the form of applications and digital platforms. The findings are discussed with HBT as the theoretical underpinnings and suggestions are made for future research regarding IT advancements as support mechanisms

    Emerging technologies for learning report (volume 3)

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    Games for Learning: Which Template Generates Social Construction of Knowledge

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    The purpose of this study was to discover how three person teams use game templates (trivia, role-play, or scavenger hunt) to socially construct knowledge. The researcher designed an experimental Internet-based database to facilitate teams creating each game. Teams consisted of teachers, students, hobbyist, and business owners who shared similar interests and goals of creating knowledge to share with others. Four main questions guided the research. The first question and its sub questions seek a quantifiable measure of how social construction of knowledge occurs during the game creation process. The Interaction Analysis Model (IAM) (Gunawardena et al., 1997) was used to measure the lower and higher levels of knowledge created by each team. The first question asked which game template (trivia, role-play, or scavenger hunt) generates social construction of knowledge (SCK) with sub-questions that studied the lower and higher SCK phases of the IAM. Questions two and three captured qualitative aspects of the participants experience creating knowledge games. Question four adds additional quantifiable analysis based on system usage data. The study deployed a quasi-experimental mixed methods research method. The broad framework of this study — communities of practice, knowledge creation and measurement, and experimental constructivist learning — called for quantitative and qualitative data to understand how SCK occurs online through games. The researcher was at the center of data collection by recruiting participants, designing the system, and collecting research data. Data collection lasted for a span of nine months. Demographic surveys, coding and ANOVA testing of computer messages for SCK using the IAM Model, a thematic review and content analysis of interviews, observations, analysis of game completion surveys, and a report of system usage data encompass the data analysis for this study. All templates generated SCK according to the IAM Model\u27s definition of social construction of knowledge even though there was no statistical significance in terms of which game template was superior in generating SCK coding. Teams initially struggled with the format of the system and messaging system, but gained familiarity by the second and third games. The majority of the games created in this study were rated by the researcher as containing relevant and well written content. The researcher found that familiarity of teammates with one another, complexity of the system, collaboration, contributions, and communication tendencies within each template, and limitations of the technology as factors that influence how SCK occurs. All three game templates generated SCK as supported by findings from mixed methods research. Participants preferred to construct knowledge using the trivia template because of its ease-of-use and straight-forwardness. Role-play offered engaging complexity; even though it was short and simple, discussion and disagreements were needed to construct the activity. Scavenger hunt was found to be an intriguing template for teams to create in-depth activities and share with others, despite taking the most amount of time and writing to complete. Overall, participants expressed optimism for using the system to create knowledge games in order to share with others. Future researchers must employ mixed-methods research when studying custom-built SCK systems. Other suggestions include recruiting larger pools of participants, diversifying the types of teams in the study, providing better incentives, allowing flexible team sizes, and incorporating suggested improvements of the system\u27s design and message board
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