7,632 research outputs found

    Improving our response to positive food insecurity screening at Colchester Family Practice

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    My project is to raise awareness of food insecurity among providers, and identify resources and next steps providers can take to help patients who screen positive for food insecurity using the AAP-recommended Hunger Vital Sign.https://scholarworks.uvm.edu/fmclerk/1364/thumbnail.jp

    When it comes to safeguarding children, there exists a confused story about what we think maturity is

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    In the wake of the Rochdale grooming case and questions surrounding child protection in schools, Tim Linehan discusses our misconceptions around maturity and what this means for child safeguarding. He argues the protection of teenagers is too little enforced stemming from the commonly held view that mature actions are indicative of adulthood

    Final Resolution of FIAMC XV Congress

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    Responses: Hiring Catholics?

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    An empirical study of the repatriation of female managers : an emerging issue for European multinationals

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    In recent years, researchers have paid considerable attention to the issues of adjustment to international assignments, while comparatively little research activity has been paid to the topic of repatriation. Despite the growth in numbers of women in international management, very few studies have been conducted outside North America on the topic of repatriation of female corporate executives. This paper reports on the experiences of re-entry to home organizations and home countries by an exclusively senior sample of female international managers based in western Europe. The findings establish that the repatriation stage of an international career move may be even more stressful than expatriation. The findings also establish that female international managers experience more difficulties than their male counterparts because of their pioneering roles. The paper suggests that home-based mentors and access to networks while abroad are important factors in contributing to the successful repatriation of international managers

    Never mind the bollocks, I wanna be anarCHI: a manifesto for punk HCI

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    This paper presents two fingers to the HCI establishment. We reject the status quo that defines what language and forms are appropriate “contributions” for this staid “community” of quasiscientific poseurs. We argue that CHI in particular is a tool that serves to reinforce the political and ideological status quo, favouring sell-out researchers wielding arcane verbiage and p-values, all paid for by corporate and government interests that reward the building of systems that distract, subdue and subjugate. We present our manifesto for Punk HCI, which celebrates principles of anarchy and freedom in exploring the impact of technology on human culture, values, social structures and psychology. We encourage research motivated by passion and dissent over patents

    A Sectoral Analysis of the Average Work Week in Euro Area Countries

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    In this paper, using the recently developed EU-KLEMS database, we estimate an empirical model of the average work week for a sample of euro area countries.

    Mario, Luigi and Dave: the effect of language on the social structure of a bilingual online mobile game

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    In this paper, we explore the structure of a social community built in an online game that was released in two languages, specifically examining the behaviours of players involved in inter-lingual interaction. This asynchronous social game was released simultaneously in Italian and English. The player base was seeded with English and Italian players but allowed to grow organically without restriction. Despite the built-in segregation by language, we found that the entire player-base formed into a single social network and developed strategies for overcoming the challenges faced by a multi-lingual game community. Using Network Analysis, we break down the community in the game based on language and play style. We demonstrate that the behaviour of both English and Italian players was equivalent, and that play style had no effect on the likelihood of players deliberately engaging in inter-lingual communication. In the context of the strategies used by the players in our experiment, we discuss game design patterns that provide incentives for users to behave more socially and how to create tools to enable the players to cross the lingual and cultural barriers in online games

    Motivating physical activity at work: using persuasive social media extensions for simple mobile devices

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    Powerful behaviour change programmes can be developed through a combination of very simple, accessible technology, and an understanding of the psychological processes that drive behaviour change. We present a study in which very basic digital pedometers were used to record the number of steps taken by participants over the course of a normal working day. A Facebook application, named Step Matron, was utilised to provide a social and competitive context for pedometer readings. We were particularly interested in whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each other’s step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or device

    Tabletop prototyping of serious games for ‘soft skills’ training

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    Serious games offer a relatively low cost, highly engaging alternative to traditional forms of soft skills training. The current paper describes an approach taken to designing a serious game for the training of soft skills. A tabletop prototype of the game was created and evaluated with a group of 24 participants. Initial findings suggest that the game successfully created an environment in which it was advantageous to engage in appropriate collaborative decision making behaviors, as well as providing built-in opportunities for a tutor to guide under-performing groups
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