36,938 research outputs found
Why Do We Quote?
Quoting is all around us. But do we really know what it means? How do people actually quote today, and how did our present systems come about? This book brings together a down-to-earth account of contemporary quoting with an examination of the comparative and historical background that lies behind it and the characteristic way that quoting links past and present, the far and the near. Drawing from anthropology, cultural history, folklore, cultural studies, sociolinguistics, literary studies and the ethnography of speaking, Ruth Finnegan’s fascinating study sets our present conventions into cross-cultural and historical perspective. She traces the curious history of quotation marks, examines the long tradition of quotation collections with their remarkable recycling across the centuries, and explores the uses of quotation in literary, visual and oral traditions. The book tracks the changing definitions and control of quoting over the millennia and in doing so throws new light on ideas such as 'imitation', 'allusion', 'authorship', 'originality' and 'plagiarism'
Factors Influencing Students’ Choice of an Institution of Higher Education
This study examined the following research question: What factors influence student college selection process? The study sought to fill an existing gap in the literature by examining what role technology and other relevant factors have on students’ decision-making as related to college choice. By identifying influencers of college choice, the study’s findings can add to the body of knowledge that admission counselors might use as they develop an appropriate recruiting mix of strategies best suited for today’s college applicants
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As the theoretical framework, this research drew on the previous work of Hamrick & Hossler (1996) which combined constructs of both economic and sociologic perspectives with college choice. Additionally, an adaptation of the Unified Theory of Acceptance and Use of Technology (UTAUT) model (Venkatesh, Morris, & Davis, 2003) was created with key constructs such as Performance Expectancy, Effort Expectancy, Social Influence, and Facilitating Conditions. In addition, the adapted model incorporated two sets of moderators (University Attributes and Individual Attributes) that were hypothesized to influence university or college choice. Socio-demographic information was also collected to better understand how students are being recruited and what methods they perceive as most effective.
A convenience sample of students from the freshman class at a major research university in the Southeast were surveyed.
Approximately 750 students were selected to receive the main survey, selected with the help of university advisement personnel and university faculty in identifying possible classes to participate. The survey was distributed by e-mail. Over the course of a two-month period, 427 students responded, with 341 surveys completed. Usable surveys were analyzed using the SPSS 25 statistical package.
From the data analyzed via multiple regression, Performance Expectancy and Facilitating Conditions were found to be statistically significant whereas Effort Expectancy and Social Influence were found to be insignificant. Individual Attributes as a moderating factor within the model was found to be insignificant. University attributes as a moderating factor within the model was found to be partially confirmed, as only the relationship between social influence (SI) and school of choice behavior (B) was significant, whereas the other hypothesized paths were insignificant. Socio-demographic information from the survey suggested that students were being recruited via email most often, with mail and brochure usage also noted. Social media platforms such as Instagram and Facebook were found to be highly used by students but were not effective recruiting tools.
The results suggest that performance expectancy and facilitating conditions such as classrooms, athletic facilities, and academic reputation have a significant and positive relationship with behavior (school choice). Conversely, effort expectancy and social influence did not have a significant direct relationship with school of choice behavior. As technology continues to evolve and become a more pervasive influence on students, colleges need to explore if social media might be a useful recruitment tool. The data from this study adds to the body of literature on economic and status-based factors related to school of choice by including the role of technology
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Building capacity in climate change policy analysis and negotiation: methods and technologies
Capacity building is often cited as the reason “we cannot just pour money into developing countries” and why so many development projects fail because their design does not address local conditions. It is therefore a key technical and political concept in international development.
Some of the poorest countries in the world are also some of the most vulnerable to the impacts of climate change. Their vulnerability is in part due to a lack of capacity to plan and anticipate the effects of climate change on crops, water resources, urban electricity demand etc. What capacities do these countries lack to deal with climate change? How will they cope? What steps can they take to reduce their vulnerability?
This innovative and high-profile research project was part of a larger project (called C3D) and conducted with non-governmental organisations in Senegal, South Africa and Sri Lanka. The research involved several participatory workshops and a questionnaire to all three research centres
Web 2.0 and destination marketing: current trends and future directions
Over the last decade, destination marketers and Destination Marketing Organizations (DMOs) have increasingly invested in Web 2.0 technologies as a cost-effective means of promoting destinations online, in the face of drastic marketing budgets cuts. Recent scholarly and industry research has emphasized that Web 2.0 plays an increasing role in destination marketing. However, no comprehensive appraisal of this research area has been conducted so far. To address this gap, this study conducts a quantitative literature review to examine the extent to which Web 2.0 features in destination marketing research that was published until December 2019, by identifying research topics, gaps and future directions, and designing a theory-driven agenda for future research. The study’s findings indicate an increase in scholarly literature revolving around the adoption and use of Web 2.0 for destination marketing purposes. However, the emerging research field is fragmented in scope and displays several gaps. Most of the studies are descriptive in nature and a strong overarching conceptual framework that might help identify critical destination marketing problems linked to Web 2.0 technologies is missing
Sustainable consumption: towards action and impact. : International scientific conference November 6th-8th 2011, Hamburg - European Green Capital 2011, Germany: abstract volume
This volume contains the abstracts of all oral and poster presentations of the international scientific conference „Sustainable Consumption – Towards Action and Impact“ held in Hamburg (Germany) on November 6th-8th 2011. This unique conference aims to promote a comprehensive academic discourse on issues concerning sustainable consumption and brings together scholars from a wide range of academic disciplines.
In modern societies, private consumption is a multifaceted and ambivalent phenomenon: it is a ubiquitous social practice and an economic driving force, yet at the same time, its consequences are in conflict with important social and environmental sustainability goals. Finding paths towards “sustainable consumption” has therefore become a major political issue. In order to properly understand the challenge of “sustainable consumption”, identify unsustainable patterns of consumption and bring forward the necessary innovations, a collaborative effort of researchers from different disciplines is needed
Games and Rules
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world
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Evaluating empowerment and control of HE e-learning in a secure environment
With the increased spread of HE distance learning into a wide variety of contexts it is important for us to understand the factors involved in its successful deployment for students. E-learning has a great potential to support effective and empowering HE distance learning (Wilson, 2007; Adams, 2005; Hughes, 2005). However, within two secure environments, prisons and health service, the factors involved are complex. This paper reviews HE e-learning technology perceptions within these two contrasting contexts from 225 students' and stakeholders' perspectives. Previous research has detailed literature limitations on obtaining students' perspectives of e-learning (Conole et al, 2006). These limitations are compounded when other stakeholder perceptions are not integrated (Sun et al, 2007; Adams et al, 2005; Millen at al, 2002). This paper developed and applied an e-learning framework for student and stakeholder perceptions. This social psychological framework, is based on previous practice based e-learning studies and is used here to synthesise two large-scale case studies. The framework focuses on three concepts learner Access (e.g. learning design, technology design, physical access), Awareness (e.g. of resources, their usage and support for e-learning tasks) and Acceptability (e.g. trust, privacy, aesthetics, engagement). Students' and stakeholders' perceptions identified high levels of students' empowerment through e-learning whilst still requiring a further pedagogical tailoring and an awareness of support. However, serious problems within these contexts have identified blocks to e-learning through stakeholders perceptions and fears of acceptability (i.e. issues of risk and trust). Ultimately, through understanding competing perceptions and needs within these complex environments we can support the effective technological development, pedagogical design and deployment of e-learning systems
Games and rules: game mechanics for the "Magic Circle"
Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore
How do older adults communicate with the UK public sector? : Comparing online communication channels
Copyright and all rights therein are retained by the authors. All persons copying this information are expected to adhere to the terms and conditions invoked by each author's copyright. These works may not be re-posted without the explicit permission of the copyright holdersGovernments around the world are moving away from conventional ways of face to face communication to a more digital approach when delivering services to their citizens. This includes using the internet as both a communication tool and an information source to improve efficiency in their services. However, not all the citizens are making use of these changes, especially the older adults. Therefore, this research-in-progress paper aims to investigate and identify the factors that encourage older adults to continue using a particular communication channel when interacting with the government. In addition, future directions, limitations and conclusions are also provided within this paper. The implication of this study to academia is viewed to be the development of an extended framework that allows an understanding of continuance intention of online communication tools usage. Equally, this framework will benefit industry by informing providers of communication channels to the government to be aware of the factors that influence older adults’ choices when interacting with the government. For policymakers this research will identify the communication channels that promote interaction with citizensFinal Published versio
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