8 research outputs found

    ResearchRabbit (product review)

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    Research Support in Health Sciences Libraries: A Scoping Review

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    Background: As part of a health sciences library’s internal assessment of its research support services, an environmental scan and literature review were conducted to identify research services offered elsewhere in Canada. Through this process, it became clear that a more formal review of the academic literature would help libraries make informed decisions about their services. To address this gap, we conducted a scoping review of research services provided in health sciences libraries contexts. Methods: Searches were conducted in Medline, Embase, ERIC, CINAHL, LISTA, LISS, Scopus, Web of Science, Google Scholar and Google for articles which described the development, implementation, or evaluation of one or more research support initiatives in a health sciences library context. We identified additional articles by searching reference lists of included studies and soliciting medical library listservs. Results: Our database searches retrieved 7134 records, 4026 after duplicates were removed. Title/abstract screening excluded 3751, with 333 records retained for full-text screening. Seventy-five records were included, reporting on 74 different initiatives. Included studies were published between 1990 and 2017, the majority from North American and academic library contexts. Major service areas reported were the creation of new research support positions, and support services for systematic review support, grants, data management, open access and repositories. Conclusion: This scoping review is the first review to our knowledge to map research support services in the health sciences library context. It identified main areas of research service support provided by health sciences libraries that can be used for benchmarking or information gathering purposes

    Sport-based youth development interventions in the United States: a systematic review

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    Abstract Background The growing number of sport-based youth development interventions provide a potential avenue for integrating sport meaningfully into the U.S. public health agenda. However, efficacy and quality must be reliably established prior to widespread implementation. Methods A comprehensive search of databases, peer-reviewed journals, published reviews, and both published and unpublished documents yielded 10,077 distinct records. Title and abstract screening, followed by full-text screening using 6 criteria, resulted in 56 distinct studies (coalescing into 10 sport-based youth development intervention types) included in the synthesis. These studies were then independently assessed and critically appraised. Results Limited efficacy data were identified, with the quality of methods and evidence largely classified as weak. Processes likely to contribute to the outcomes of sport-based youth development interventions were identified (e.g., predictors of ongoing engagement, alignment between target population and intervention, intervention design), although more rigorous research is needed on these and other processes. Physical health outcomes were only studied in 3 of the 10 intervention types. Conclusions The evidence base does not yet warrant wide-scale implementation of sport-based youth development interventions for public health goals within the U. S., although there is promising research that identifies areas for further exploration

    Using Game-Based Learning Online : A Cookbook of Recipes

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    Provient de la collection du eCampus Ontario. D'autres formats pourraient être disponibles (ex. EPUB).Game-based learning is a teaching approach that uses different forms of games, and the strategies or mechanics associated with them, for educational purposes. It advocates a student-centred approach that allows learners to explore, fail and take up challenges in a safe environment. Game-based learning also supports students in autonomously exploring situations created by their professor. Additionally, games are likely to reinforce the students’ commitment to the learning process. In an educational context, these characteristics and qualities can greatly enhance student engagement, motivation and learning. This collection of recipes has been created to present game-based strategies to make online learning more stimulating and engaging for students. In this cookbook, an interdisciplinary panel of experts offers recipes for integrating different types of game-based learning activities in the context of remote teaching. An overview of game-based learning strategies will be provided, including trivia games, escape games, co-operative games, crossword puzzles, and more

    Enseigner en ligne par le jeu : Un livre de recettes

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    Provient de la collection du eCampus Ontario. D'autres formats pourraient être disponibles (ex. EPUB).L’apprentissage par le jeu est une approche pédagogique selon laquelle différentes formes de jeux, et les stratégies ou mécanismes qui y sont associés, sont utilisés à des fins éducatives. Cette forme d’enseignement préconise des activités centrées sur les apprenant.e.s leur permettant d’explorer, d’échouer et de relever des défis dans un environnement sécuritaire. L’apprentissage par le jeu permet également de favoriser l’autonomie des étudiant.e.s au sein d’univers créés par les professeur.e.s. De plus, les jeux sont de nature à renforcer l’engagement des étudiant.e.s dans le processus d’apprentissage. Dans le contexte éducatif, ces traits caractéristiques et ses qualités peuvent grandement favoriser l’engagement, la motivation et l’apprentissage des étudiant.e.s. Ce recueil de recettes a été créé afin de partager des stratégies d’enseignements par le jeu visant à rendre l’apprentissage en ligne plus stimulant et engageant pour les étudiant.e.s. À l’occasion de cette contribution, un panel interdisciplinaire d’experts propose des recettes pour intégrer différents types d’activités d’apprentissage par le jeu dans le contexte de l’enseignement de ligne. Une gamme d’activités vous sera proposée : du quiz jusqu’aux jeux d’évasion en passant par les jeux coopératifs ou encore les mots-croisés
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