190,576 research outputs found

    Baseline, Cross-sectional Survey of Knowledge, Attitudes, and Practices Related to Efficient Use of Government Resources in the Health Sector in Malawi

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    BackgroundMisuse of government resources is a challenge within the health sector that can be addressed by increasing public demand for accountability, reporting suspected misuse of resources, and other client-driven changes. This study was led by the USAID/Health Communication for Life Project to inform the design of social accountability communication messages and interventions. The study also established baseline data on Malawians’ knowledge, attitudes, and practices related to efficient use of government resources in the health sector.MethodsThis baseline, formative research study used a non-experimental, cross sectional survey design. Sampling for the mobile survey was conducted using the random digit dialing technique. Data were collected via mobile phone using interactive voice response technology. Our sample included 1,425 respondents, 67% of whom were male and 33% were female. Respondents were mostly 35 years old or younger, with more than half of female respondents reporting their age as 18–24 years. Results Our findings indicate that Malawians believe misuse of government resources is pervasive in Malawi. Seventy percent of men and nearly 60% of women reported having noticed, found, or seen drugs believed to be from a government health facility being sold elsewhere. Few respondents who had observed or experienced misuse of government health sector resources reported the incident. When asked the likelihood that they would report a request for a bribe, gift, or favor in exchange for health services in the future, 68% of respondents said they would report it.ConclusionsSocial and behavior change communication could serve a key role in motivating those who are aware of misuse of public sector health resources to report the issues they observe and providing them with the information needed to follow through. Further research is needed to understand the best approaches to mitigate underlying factors that drive misuse of resources and underreporting

    Media Communication, Consumption and Use: The Changing Role of the Designer

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    Consumers are changing the way in which they create, experience and consume media. User Generated Content (UGC) marks a shift in the way in which ordinary people are now able to contribute to the creation of media. They have become active citizens in what is now a two way conversation. The advent of UGC has created new challenges for communication designers who now need to take on the role of a facilitator in this process. The challenge for communication design is not only to identify appropriate methods for communication, but to understand how best to facilitate connections between users such that they create structures that they can inhabit. This paper explores the changing role of design in UGC rich media communication and presents a Decision Making Framework (DMF) that engages designers in the consideration of the user in the development process. In-depth interviews with leading industry proponents ensure currency of the insights gained. Keywords: Design Process, User Generated Content, Communication Design, Fraimwork</p

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Designing and Delivering a Curriculum for Data Science Education across Europe

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    Data is currently being produced at an incredible rate globally, fuelled by the increasing ubiquity of the Web, and stoked by social media, sensors, and mobile devices. However, as the amount of available data continues to increase, so does the demand for professionals who have the necessary skills to manage and manipulate this data. This paper presents the European Data Science Academy (EDSA), an initiative for bridging the data science skills gap across Europe and training a new generation of world-leading data scientists. The EDSA project has established a rigorous process and a set of best practices for the production and delivery of curricula for data science. Additionally, the project’s efforts are dedicated to linking the demand for data science skills with the supply of learning resources that offer these skills

    Reach and rich : the new economics of information and the provision of on-line legal services in the UK

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    The paper considers a number of issues including the use of the Web as an opportunity for smaller firms to break free from the traditional indicators of reputation and expertise such as the size and opulence of offices. It also reflects on the use of client-specific Extranets in addition to publicly available Internet sites. The paper concludes that although the Web provides reach, offering richness and the sense of community required for creating and sustaining relationships with potential clients can be difficult. Some suggestions are made for enhancing 'Richness' in Web sites

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    What's Going on in Community Media

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    What's Going On in Community Media shines a spotlight on media practices that increase citizen participation in media production, governance, and policy. The report summarizes the findings of a nationwide scan of effective and emerging community media practices conducted by the Benton Foundation in collaboration with the Community Media and Technology Program of the University of Massachusetts, Boston. The scan includes an analysis of trends and emerging practices; comparative research; an online survey of community media practitioners; one-on-one interviews with practitioners, funders and policy makers; and the information gleaned from a series of roundtable discussions with community media practitioners in Boston, Chicago, Minneapolis/St. Paul, and Portland, Oregon

    Open budget data: mapping the landscape

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    This report offers analysis of the emerging issue of open budget data, which has begun to gain traction amongst advocates and practitioners of financial transparency. Issues and initiatives associated with the emerging issue of open budget data are charted in different forms of digital media. The objective is to enable practitioners – in particular civil society organisations, intergovernmental organisations, governments, multilaterals and funders – to navigate this developing field and to identify trends, gaps and opportunities for supporting it. How public money is collected and distributed is one of the most pressing political questions of our time, influencing the health, well-being and prospects of billions of people. Decisions about fiscal policy affect everyone - determining everything from the resourcing of essential public services, to the capacity of public institutions to take action on global challenges such as poverty, inequality or climate change. Digital technologies have the potential to transform the way that information about public money is organised, circulated and utilised in society, which in turn could shape the character of public debate, democratic engagement, governmental accountability and public participation in decision-making about public funds. Data could play a vital role in tackling the democratic deficit in fiscal policy and in supporting better outcomes for citizens
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