231 research outputs found

    Toddlers’ Word Learning from Contingent and Non-Contingent Video on Touchscreens

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    Researchers examined whether contingent experience using a touchscreen increased toddlers’ ability to learn a word from video. One-hundred-sixteen children (24-36 mos) watched an on-screen actress label an object: (1) without interacting, (2) with instructions to touch anywhere on the screen, or (3) with instructions to touch a specific spot (location of labeled object). The youngest children learned from contingent video in the absence of reciprocal interactions with a live social partner, but only when contingent video required specific responses that emphasized important information on the screen. Conversely, this condition appeared to disrupt learning by slightly older children who were otherwise able to learn words by passively viewing non-interactive video. Results are interpreted with respect to selective attention and encoding

    The Impact of Overstocking and Negative Energy Balance on Quantitative Measurement of Non-typhoidal Salmonella in Periparturient Dairy Cattle

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    Stressful conditions in animal production facilities may exacerbate the fecal shedding and foodborne transmission of non-typhoidal Salmonella enterica subsp. enterica. Dairy cows are reservoirs of this zoonotic microorganism, and its prevalence has roughly doubled in the past decade on dairy farms in United States. Dairy cows are commonly overstocked at the feed bunk, and stressors placed on the animal prior to parturition may exacerbate Salmonella shedding. However, no studies have evaluated the impact of overstocking and metabolic stress on fecal concentrations of the pathogen. Therefore, we conducted a field trial with 120 multiparous dairy cows randomized into one of four treatment groups with different stocking densities at the feed bunk during the periparturient period as follows: US, understocked from -60 to -1 DRC; OS, overstocked from -60 to -1 DRC; USOS, understocked from -60 to -26 DRC/overstocked from -25 to -1 DRC; and OSUS, overstocked from -60 to -26 DRC/ understocked from -25 to -1 DRC. Fecal and blood samples were collected at four time points relative to calving. qPCR assays were used to quantify Salmonella invA gene and total bacterial community from fecal samples, and a subset of isolates recovered from fecal bacterial culture were characterized using pulsed field gel electrophoresis and serotyping. Serum non-esterified fatty acids (NEFA) were measured as a metabolic stress indicator using an immunoassay. Multivariable analyses were performed to test if changes in Salmonella concentrations were associated with stocking density, energy balance, or days relative to calving. From fecal isolates, three Salmonella serovars were identified, S. Cerro; Kentucky; Meleagridis. Concentrations of Salmonella increased as cows approached calving. Higher stocking densities at the feed bunk did not impact total bacterial community or NEFA; however, cows in the overstocked groups had higher Salmonella fecal concentrations. Further, cows with higher NEFA concentrations after calving had a higher likelihood of detection of Salmonella. Future farm interventions should aim to reduce environmental and metabolic stress during the periparturient period to decrease the dissemination of Salmonella to cattle, the environment, and humans.Peer reviewe

    Children's recognition of advertisements on television and on web pages

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    In this paper we consider the issue of advertising to children. Advertising to children raises a number of concerns, in particular the effects of food advertising on children’s eating habits. We point out that virtually all the research into children’s understanding of advertising has focused on traditional television advertisements, but much marketing aimed at children is now via the Internet and little is known about children’s awareness of advertising on the Web. One important component of understanding advertisements is the ability to distinguish advertisements from other messages, and we suggest that young children’s ability to recognise advertisements on a Web page is far behind their ability to recognise advertisements on television

    Collaborative competencies in professional social networking: Are students short changed by curriculum in business education?

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    Social networks have earned their indisputable place as a collaborative learning tool in education. In this paper, we address the gap in literature on developing a set of competencies to allow graduates to make the most of collaborative technologies for business and professional activity as well as career management. Based on a survey of over 600 business school graduates from AMBA accredited UK universities, we are able to identify the level of awareness and degree of application of professional usage of social networks amongst students. Our results show that work experience and age of the business students play a significant role in their usage of social networks for professional purposes, knowledge and career management. The data shows that younger students are more social networking savvy when it comes to identifying business opportunities, while older graduates are less confident. This is important as traditionally graduate students are individuals in their mid careers and the skill gap between generation Y and the experienced graduates need to be bridged by adequate curriculum changes

    Promoting dental care to children using traditional and interactive media following threat appeals

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    In recent years, computer games have become an important part of children’s lives. Gaming is not only one of their favorite pastime activities, but games are also increasingly used by marketers in an attempt to influence children’s purchase behavior. Today, almost every food and beverage brand targeting children has an advergame on its website. Advergames are “computer games specifically created to function as advertisements to promote brands”, containing brand identifiers such as logos and brand characters (Kretchmer, 2005: 7). Games can also be powerful learning tools. Several authors (e.g., Gee, 2003; Prensky, 2001) argue that computer games can be more enjoyable, more interesting and thus more effective than traditional learning modes to increase children’s knowledge. Empirical studies that evaluated the impact of the use of games within disciplines such as mathematics, science, language, geography and computer science show positive outcomes in terms of learning effectiveness in relation to curricular objectives (e.g., Papastergiou, 2009; Rosas et al., 2003). However, these authors mainly focus on the learning ability of games rather than their persuasive impact for social marketing purposes. In the area of health education, playing computer games has often been seen with skepticism (e.g., Bale, 1994; Funk and Buchman, 1995)

    Effects of Online Christian Self-Disclosure on Impression Formation

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    Increased reliance on social media to initiate and maintain relationships warrants research that investigates how religion affects Internet-based impressions. Evidence suggests that some Christians avoid identifying religiously online to prevent unfavorable evaluations by those with whom they interact on the Internet. This experiment examined the effects of online Christian disclosure. Respondents (N = 233) viewed a fictional social networking profile containing one of three levels of Christian disclosure frequency: none, nominal, and extensive. There was conflicting evidence for a direct association between Christian disclosure and impressions. Regardless of disclosure level, however, religious respondents rated profile owners as more likeable and with less negative stereotypes, than less religious respondents. Most notably, respondent religiosity moderated impressions. The least religious respondents tended to rate the extensively disclosing Christian as least romantically desirable and as most representative of negative stereotypes. The most religious respondents rated this individual as most likeable and as most romantically desirable. Effects of nominal disclosure showed little association with respondent religiosity, suggesting that nominal disclosure may constitute a socially acceptable level of online Christian disclosure. Respondents made few distinctions between nondisclosure and nominal disclosure, and Christian identity tended to be assumed when not disclosed, which also illustrated the low relevance of Christian nominal disclosure as an identity marker

    Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users

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    Background and aims Internet gaming addiction appears to be related to self-concept deficits and increased angular gyrus (AG)-related identification with one’s avatar. For increased social network use, a few existing studies suggest striatal-related positive social feedback as an underlying factor. However, whether an impaired self-concept and its reward-based compensation through the online presentation of an idealized version of the self are related to pathological social network use has not been investigated yet. We aimed to compare different stages of pathological Internet game and social network use to explore the neural basis of avatar and self-identification in addictive use. Methods About 19 pathological Internet gamers, 19 pathological social network users, and 19 healthy controls underwent functional magnetic resonance imaging while completing a self-retrieval paradigm, asking participants to rate the degree to which various self-concept-related characteristics described their self, ideal, and avatar. Self-concept-related characteristics were also psychometrically assessed. Results Psychometric testing indicated that pathological Internet gamers exhibited higher self-concept deficits generally, whereas pathological social network users exhibit deficits in emotion regulation only. We observed left AG hyperactivations in Internet gamers during avatar reflection and a correlation with symptom severity. Striatal hypoactivations during self-reflection (vs. ideal reflection) were observed in social network users and were correlated with symptom severity. Discussion and conclusion Internet gaming addiction appears to be linked to increased identification with one’s avatar, evidenced by high left AG activations in pathological Internet gamers. Addiction to social networks seems to be characterized by emotion regulation deficits, reflected by reduced striatal activation during self-reflection compared to during ideal reflection

    Problematic Attachment to Social Media: Lived Experience and Emotions

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    People's relationship with social media and their contacts on them can be problematic. People may engage in social media in a compulsive and hasty style to increase their popularity, reputation and enhance their self-esteem. However, this problematic attachment to social media may result in side effects on people’s well-being. Therefore, people may need assistance to reform their relationship with social media in a way that it maintains different aspects of their online interaction, such as empathy with others and maintaining their popularity and relatedness. In order to provide the tools and methods to support people in reforming their relationship with social media, towards a healthier usage style, we need to understand the experience of people who suffer a problematic relationship with them. Most studies on the topic are based on methods which would lack ecological validity, e.g. using surveys and interviews, and do not capture or imitate such a digital experience as lived. In an attempt to better explore how people experience problematic attachment and relationship with social media, and their associated emotions, we conducted a multistage qualitative method study including a diary study to gather lived experience. We aim to inform both users and designers towards a managed and tool-supported reform of their problematic relationship with social media and, ultimately, having a healthier online interaction

    Development and Validation of the Maternal Distraction Questionnaire

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    This paper describes the development of a self-report measure of mothers’ engagement in technological activities during mother-infant interactions. In Study 1, mothers (n = 332; infants: 3.8 ± 1.4 months) completed the Maternal Distraction Questionnaire (MDQ) and related questionnaires. Factor analysis revealed two distinct subscales representing engagement with technological distractors and perceived distraction. Subscales correlated with relevant measures of feeding styles, attachment, and infant eating behaviors and temperament. In Study 2, mothers (n = 24; infants: 3.8 ± 1.8 months) completed the MDQ and kept feeding activity diaries. Significant correlations between MDQ subscales and diary data were noted. In sum, the MDQ is a valid measure of maternal engagement with technological activities during mother-infant interactions
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