245 research outputs found
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An Investigation Of Digital Games Features That Appeal To Young Females And Males
This research is part of an attempt to address the well-known problem of female underrepresentation in computer science education and industry. This problem starts between ages 11 to 14 and gets progressively worse in what is often referred to as the âshrinking pipeline effectâ. There has been considerable research into the causes of the shrinking pipeline and attempts to halt or reverse it. In spite of this, the causes remain unclear and there is evidence that the problem may be worsening.
Digital games are increasingly used in education because of their ability to engage and motivate young learners. Unfortunately, digital games used in the teaching of IT and computer science have been found to appeal less to females than males. This is in spite of the fact that digital games intended for entertainment, as opposed to education, are now very popular with girls. There has been some research into this issue, however more is needed, especially into what game features do and do not appeal to girls at the age that the pipeline starts to shrink.
The study reported here aims to identify what characteristics of digital entertainment games appeal to young females and males. The results can be used to guide educators, researchers and game developers and provide criteria for evaluating the suitability of digital educational games for use with specific age groups and genders.
We used open card sort with participants aged 11 to 14 to explore their attitude to a range of digital entertainment games. Open card sort allows participants to categorise items in ways that are meaningful to them. There were 32 participants (24 females and 8 males) from four schools in south-east England. They were shown video clips of ten popular games. The participants were then given ten cards, each representing one of the games and asked to sort them into categories based on shared characteristics. This process elicited 131 features (95 from the females and 36 from the males). The data was analysed to identify the features that were a) most significant and b) most appealing to the participants.
The findings indicate that there are some gender differences in which game features are perceived as most significant. Some features, such as game action, are significant to the males whereas others, such as game levels, are significant to the females. Interestingly, some features that both genders find significant have different degrees of appeal for example âfunâ and âviolenceâ.
We are currently using the findings in an experiment with 480 young people. Two digital educational games have been created: one includes features found to appeal to young females and the other includes the opposite or neutral features. The results of this experiment will be used to validate the findings of the initial investigation and form the basis for a framework to facilitate the inclusion of characteristics that appeal to specific groups in educational games and other software
Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions
This survey paper examines the issue of female under-representation in computing education and industry, which has been shown from empirical studies to be a problem for over two decades. While various measures and intervention strategies have been implemented to increase the interest of girls in computing education and industry, the level of success has been discouraging.
The primary contribution of this paper is to provide an analysis of the extensive research work in this area. It outlines the progressive decline in female representation in computing education. It also presents the key arguments that attempt to explain the decline and intervention strategies. We conclude that there is a need to further explore strategies that will encourage young female learners to interact more with computer educational games
Integration of BPM systems
New technologies have emerged to support the global economy where for instance suppliers, manufactures and retailers are working together in order to minimise the cost and
maximise efficiency. One of the technologies that has become a buzz word for many businesses is business process management or BPM. A business process comprises activities
and tasks, the resources required to perform each task, and the business rules linking these activities and tasks. The tasks may be performed by human and/or machine actors.
Workflow provides a way of describing the order of execution and the dependent relationships between the constituting activities of short or long running processes.
Workflow allows businesses to capture not only the information but also the processes that transform the information - the process asset (Koulopoulos, T. M., 1995). Applications which involve automated, human-centric and collaborative processes across organisations are
inherently different from one organisation to another. Even within the same organisation but over time, applications are adapted as ongoing change to the business processes is seen as the norm in todayâs dynamic business environment. The major difference lies in the specifics of business processes which are changing rapidly in order to match the way in which businesses operate. In this chapter we introduce and discuss Business Process Management (BPM) with a focus on the integration of heterogeneous BPM systems across multiple organisations. We identify the problems and the main challenges not only with regards to technologies but also in the social and cultural context. We also discuss the issues that have arisen in our bid to find the solutions
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An investigation of digital games features that appeal to young females and males
This research is part of an attempt to address the well-known problem of female underrepresentation in computer science education and industry. This problem starts between ages 11 to 14 and gets progressively worse in what is often referred to as the âshrinking pipeline effectâ. There has been considerable research into the causes of the shrinking pipeline and attempts to halt or reverse it. In spite of this, the causes remain unclear and there is evidence that the problem may be worsening.
Digital games are increasingly used in education because of their ability to engage and motivate young learners. Unfortunately, digital games used in the teaching of IT and computer science have been found to appeal less to females than males. This is in spite of the fact that digital games intended for entertainment, as opposed to education, are now very popular with girls. There has been some research into this issue, however more is needed, especially into what game features do and do not appeal to girls at the age that the pipeline starts to shrink.
The study reported here aims to identify what characteristics of digital entertainment games appeal to young females and males. The results can be used to guide educators, researchers and game developers and provide criteria for evaluating the suitability of digital educational games for use with specific age groups and genders.
We used open card sort with participants aged 11 to 14 to explore their attitude to a range of digital entertainment games. Open card sort allows participants to categorise items in ways that are meaningful to them. There were 32 participants (24 females and 8 males) from four schools in south-east England. They were shown video clips of ten popular games. The participants were then given ten cards, each representing one of the games and asked to sort them into categories based on shared characteristics. This process elicited 131 features (95 from the females and 36 from the males). The data was analysed to identify the features that were a) most significant and b) most appealing to the participants.
The findings indicate that there are some gender differences in which game features are perceived as most significant. Some features, such as game action, are significant to the males whereas others, such as game levels, are significant to the females. Interestingly, some features that both genders find significant have different degrees of appeal for example âfunâ and âviolenceâ.
We are currently using the findings in an experiment with 480 young people. Two digital educational games have been created: one includes features found to appeal to young females and the other includes the opposite or neutral features. The results of this experiment will be used to validate the findings of the initial investigation and form the basis for a framework to facilitate the inclusion of characteristics that appeal to specific groups in educational games and other software
Cancer awareness among adolescents in Britain:a cross-sectional study
Background: Little is known about adolescentsâ cancer awareness and help-seeking behaviour in Britain. This study assessed adolescentsâ: awareness of cancer symptoms, common cancers, and the relationship between cancer and age; anticipated delay and perceived barriers to seeking medical advice; and examined variation by age, gender, ethnicity and whether individuals knew someone with cancer.Methods: A survey was conducted using a modified paper version of the Cancer Awareness Measure (CAM). The sample included 478 adolescents (male: n = 250, 52.3%) aged 11â17 years old (mean = 13.8, SD = 1.24) recruited from four British schools between August and October 2011.Results: Adolescentsâ cancer awareness was low. Half of all adolescents did not know the most common childhood(51%) or teenage (49%) cancers and most (69%) believed cancer was unrelated to age. Awareness of cancer symptoms was significantly higher among older adolescents (aged 13â17 years) (p = 0.003) and those who knew someone with cancer (p < 0.001). Three-quarters (74%) of adolescents indicated they would seek help for a symptom they thought might be cancer within 3 days, and half (48%) within 24 hours. The most endorsed barriers to help-seeking were âworry about what the doctor might findâ (72%), being âtoo embarrassedâ (56%), âtoo scaredâ(54%) and ânot feeling confident to talk about symptomsâ (53%). Endorsement of these emotional barriers was significantly higher among females (p ⤠0.001).Conclusion: There are certain groups of adolescents with poor cancer awareness. Cancer messages need to be targeted and tailored to particular groups to prevent the emergence of health inequalities in adulthood. Interventions to raise adolescentsâ cancer awareness have the potential for a life-long impact on encouraging early diagnosis and survival
Developing Cancer Services: Patient and Carer Experiences. Final Report
This is the Final Report of the Developing Cancer Services: Patient and Carer Experiences programme funded by the Scottish Executive Health Department undertaken by the Cancer Care Research Centre (CCRC). The report draws on a series of eight projects conducted as part of the programme between 2004 and 2007. There are separate final reports for each of these projects, which provide details of the methods, findings, conclusions and recommendations for each aspect of the work. These reports are available on the CCRC website www.cancercare.stir.ac.u
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Distance travelled: supporting women returning to STEM careers
This poster will illustrate how an innovative distance learning model has been used to support women returning to STEM after a career break and suggest ways that this might be taken forward into a wider STEM Employability agenda. Between 2005 and 2011 the Open University ran an online module to support women scientists, engineers and technologists returning after a career break. The background to the initiative was the UK government concerns about the large numbers of women with high level qualifications in SET subjects who did not return to the sector after taking time out. The course was aimed at those returning to all fields of Science, Engineering and Technology (SET) and has been studied by a total of nearly 1000 participants from across the UK and Ireland. The project has been innovative in delivery, in scope and in partnership and has used e-learning technologies to enhance social presence and networking between participants such as e-portfolios, online forums, virtual world environments and latterly collaborative wikis. Current ongoing evaluation (funded via the Open Universityâs eSTEeM programme) is looking at the long term impact and outcomes for participants and will be used to inform and shape new approaches to Employability and CPD within the STEM curriculum area
A systematic review and narrative summary of family-based smoking cessation interventions to help adults quit smoking
Background: Smoking is the most significant preventable cause of morbidity and early mortality in the world. The family is an influential context in which smoking behaviour occurs. Methods: A systematic review and narrative summary of family-based interventions to help adults quit smoking was conducted. Results: Eight controlled trials were included. Risk of bias was high. The smoking-related outcome of the intervention was self-reported smoking status/abstinence, validated by objective measures (including saliva thiocynate or breath carbon monoxide). Follow-up ranged from six weeks to five years. The main target groups were: pregnant women (1), pregnant women who smoked (2), men at risk of cardiovascular disease (2), adult smokers (1), parents who smoked (1) and couples who both smoked (1). Interventions included family members but most did not go further by drawing on family, systemic or relational theories to harness the influence of family on smoking behaviour. Only three studies directly compared the effects on smoking behaviour of a family-based (i.e. interventions that involve a member of the family) versus an individual-based (i.e. interventions that use behaviour change techniques that focus on the individual) intervention. None of these studies found significant differences between groups on the smoking behaviour of the main target group. Conclusions: We have yet to develop family-based smoking cessation interventions that harness or re-direct the influence of family members on smoking behaviour in a positive way. Thus, it is likely that individualised-approaches to smoking cessation will prevail.Publisher PDFPeer reviewe
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