Search results for "INTERNET"

showing 10 items of 2589 documents

How do gender, Internet activity and learning beliefs predict sixth-grade students’ self-efficacy beliefs in and attitudes towards online inquiry?

2021

Today’s students search, evaluate and actively use Web information in their school assignments, that is, they conduct an online inquiry. This current survey study addresses sixth-grade students’ self-efficacy beliefs in and attitudes towards online inquiry, and to what extent free-time and school-related Internet activity, gender and learning beliefs explain these. The questionnaire was administered in 10 schools to 340 sixth-graders in Finland. Exploratory and confirmatory factor analyses revealed three elements of self-efficacy beliefs: self-efficacy in Web searching, the evaluation of sources and synthesising information. Furthermore, attitudes towards online inquiry loaded into two fact…

minäpystyvyyseducation518 Media and communicationssukupuolierotLibrary and Information Sciencesprimary school students050105 experimental psychologyonline searchingWeb informationinformaatiolukutaitoInformation and reference skills0501 psychology and cognitive sciencestiedonhakuSelf-efficacyMedical educationbusiness.industry4. Education05 social sciencesalakoululaiset050301 educationSurvey researchWWW113 Computer and information sciencessixth-grade students World Wide WebThe InternetbusinessPsychology0503 educationtiedonhankintaInformation SystemsJournal of Information Science
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Research Perspectives: Reconsidering the Role of Research Method Guidelines for Interpretive, Mixed Methods, and Design Science Research

2021

Information systems (IS) scholars have proposed guidelines for interpretive, mixed methods, and design science research in IS. Because many of these guidelines have also been suggested for evaluating what good or rigorous research is, they may be used as a checklist in the review process. In this paper, we raise the question: To what extent do research guidelines for interpretive, mixed methods, and design science research offer evidence that they can be used to evaluate the quality of research. We argue that scholars can use these guidelines to evaluate what good research is if there is compelling evidence that they lead to certain good research outcomes. We use three well-known sets of gu…

mixed methodsNoticeComputer sciencebusiness.industrydesign sciencemetodologiaInternet privacyresearch guidelinestietojärjestelmätiedeDesign sciencePermissionComputer Science Applicationstheory of scientific methodologyServertutkimusmenetelmätInformation systemtieteenteoriainterpretive researchDesign science researchbusinessCitationPublicationInformation SystemsJournal of the Association for Information Systems
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Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion

2014

Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…

mobile HCIE-healthVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551MultimediaProcess (engineering)Computer sciencebusiness.industrySuiteUniversal designmedia_common.quotation_subjectCognitionVDP::Medical disciplines: 700::Health sciences: 800computer.software_genrePerceptual learningHuman–computer interactionInformation and Communications Technologyaccessible designPerceptionco-designThe InternetE-inclusionbusinesscomputergamesmedia_common
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Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

2016

Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…

mobile gamingvuorovaikutusInternet privacyGlobeinteraction050801 communication & media studiesContext (language use)Sample (statistics)critical incidentsMetaversepaikkacontexts0508 media and communicationssituational contextplace0502 economics and businessmedicineSituational ethicslisätty todellisuusSocialityta113Pokemon GObusiness.industry05 social sciencessosiaalisuussocialityexergamingObject (philosophy)mobile gameaugmented realitymedicine.anatomical_structurereasons050211 marketingAugmented realitybusinessPsychologySocial psychologyJournal of Virtual Worlds Research
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Personal correlates of problematic types of social media and mobile phone use in emerging adults

2019

We investigated the occurrence of selected types of problematic social media and mobile phone use in emerging adults, specifically social media and mobile phone overuse, phubbing, creeping, and catfishing. Contemporaneous relations with age, gender, and Big Five personality traits were examined. The participants comprised 459 Slovenian emerging adults, aged 18 to 29 years (68% female). The results suggest that problematic behaviors associated with social media and mobile phone use, with the exception of catfishing, are relatively common among young people. The examined behaviors were negatively related to age, and overuse of mobile phones, social media, and creeping were more prevalent in f…

mobile phone overuseSocial Psychologycreepingbusiness.industryCommunicationmedia_common.quotation_subjectInternet privacysosiaalinen mediapersoonallisuusHuman-Computer InteractionMobile phonepersonalityMobile phone overusePersonalityphubbingSocial mediacatfishingPsychologybusinessmatkapuhelimetmedia_commonsocial media overuse
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Mobile phone use before and during the COVID-19 pandemic : a panel study of older adults in seven countries

2023

The aim of this study was to investigate the changes in older adults’ mobile phone use from before to during the COVID-19 pandemic. The media displacement and digital divide approaches served as the theoretical frameworks of the study. The data were drawn from the 2018 and 2020 waves of the Aging + Communication + Technology cross-national longitudinal panel study. The sample consisted of older Internet users, aged 62 to 96 (in 2018), from Austria, Canada, Finland, Israel, the Netherlands, Romania, and Spain, who participated in both waves (N = 4,398). Latent class analysis and latent transition analysis with multinomial regression models were the main methods applied to the data. With rega…

mobile phoneInternetinternet usersagingmediafunctionalitiesmedia displacementdigital divideikääntyminentechnology use changesuusmediadigitalisaatioikääntyneetmatkapuhelimet
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Angļu valodas apguves veicināšana vidusskolā, izmantojot Web 2.0.

2018

Šis pētījums veltīts Web 2.0 ietekmes izpētei angļu valodas apguves veicināšanā vidusskolā. Pētījuma mērķis ir izvērtēt Web 2.0 rīku iespēju izmantošanu angļu valodas prasmju pilnveidošanā vidusskolas skolēniem. Pētniecības procesā darba autore izpētīja kopsakarību starp angļu valodas apguvi un Web 2.0 rīku izmantošanu angļu valodas mācību procesā vidusskolā. Šis pētījums tika veikts sešās Rīgas pilsētas vidusskolās. Par pētījuma pamatu kļuva angļu valodas skolotāju anketēšana. Šis diplomdarbs ietver teorētiskās un praktiskās daļas trīs nodaļās, no tām divas nodaļas ir teorētiskās un viena nodaļa ir praktiskā. Pirmā nodaļā aplūko kas ir Web 2.0. Otrā nodaļa apraksta kāpēc ir vērts izmantot …

modernas tehnoloģijasangļu valodas prasmesPedagoģijainternetsmācību processWeb 2.0 rīki
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Internet use and cross-cultural adaptation : a case of European residents in Finland

2008

monikulttuurisuussopeutuminenInternet
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The instrumentalization of the Soviet past : the production of a digital memory

2019

muistotInternetdigital memorysosiaalinen mediauusmedianeuvostovallan aikapropagandadigitaalitekniikkamuisti (kognitio)
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Mukbang i food challenge, czyli o jedzeniu w serwisie YouTube

2022

W artykule podjęto temat popularności internetowych trendów dotyczących jedzenia. Są nimi mukbang i food challenge. Celem tekstu jest zaprezentowanie tych praktyk oraz wskazanie możliwych przyczyn dużego nimi zainteresowania. Autorka analizuje potencjalne motywy twórców realizujących te trendy, ale większą uwagę poświęca odbiorcom, próbując dociec, co powoduje, że oglądają tego typu treści. Badania zawarte w tekście obejmują studia przypadków popularnych materiałów typu mukbang i food challenge umieszczonych w serwisie YouTube, a także relacji pomiędzy filmami a specyfiką platformy oraz kultury, w której funkcjonują.

mukbangjedzenieInternetYouTubefoodfood challengeMedia -Kultura -Komunikacja Społeczna
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