Gaetano R. Lotrecchiano, Mary Kane, Mark S. Zocchi, Jessica Gosa, Danielle Lazar and Jesse M. Pines
The purpose of this paper is to describe the use of group concept mapping (GCM) as a tool for developing a conceptual model of an episode of acute, unscheduled care from illness…
Abstract
Purpose
The purpose of this paper is to describe the use of group concept mapping (GCM) as a tool for developing a conceptual model of an episode of acute, unscheduled care from illness or injury to outcomes such as recovery, death and chronic illness.
Design/methodology/approach
After generating a literature review drafting an initial conceptual model, GCM software (CS Global MAXTM) is used to organize and identify strengths and directionality between concepts generated through feedback about the model from several stakeholder groups: acute care and non-acute care providers, patients, payers and policymakers. Through online and in-person population-specific focus groups, the GCM approach seeks feedback, assigned relationships and articulated priorities from participants to produce an output map that described overarching concepts and relationships within and across subsamples.
Findings
A clustered concept map made up of relational data points that produced a taxonomy of feedback was used to update the model for use in soliciting additional feedback from two technical expert panels (TEPs), and finally, a public comment exercise was performed. The results were a stakeholder-informed improved model for an acute care episode, identified factors that influence process and outcomes, and policy recommendations, which were delivered to the Department of Health and Human Services’s (DHHS) Assistant Secretary for Preparedness and Response.
Practical implications
This study provides an example of the value of cross-population multi-stakeholder input to increase voice in shared problem health stakeholder groups.
Originality/value
This paper provides GCM results and a visual analysis of the relational characteristics both within and across sub-populations involved in the study. It also provides an assessment of observational key factors supporting how different stakeholder voices can be integrated to inform model development and policy recommendations.
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Keywords
James D. Grant and Danielle Mercer
The authors sought to examine how hegemonic masculinity and sexism functioned in a storied, historic corporation, a test of MAnne's (2017) claim that misogyny is a structural…
Abstract
Purpose
The authors sought to examine how hegemonic masculinity and sexism functioned in a storied, historic corporation, a test of MAnne's (2017) claim that misogyny is a structural phenomenon rather than being about anger and hatred of individual men.
Design/methodology/approach
This study was an archaeological excavation of discourse in a well-documented employment relationship. The researchers were informed by feminist poststructuralism and drew on critical discourse analysis of labour arbitration and media from the case of a woman, twice wrongfully dismissed.
Findings
The authors concluded that the employer was the site of hegemonic masculinity, which led to a train conductor being repeatedly targeted and demeaned in a bad faith and discriminatory manner for disrupting the conductor’s employer's patriarchal strictures. The authors found that misogyny shaped the conductors’s experience as a repeated pattern of abuse, a gendered feature of a patriarchal organisation, and a coercive matter of maintaining the conductor’s subordination. The authors also found that the male arbitrator in the conductor’s second dismissal arbitration became complicit in misogyny by penalising the conductor for acts of resistance, giving the employer what the employer wanted, to purge the conductor for violating the patriarchal norms.
Originality/value
The authors traced how a historic corporation demonstrated vulnerability to the resistance of a lone female worker, who faced discriminatory, disturbing and bad faith managerial behaviour in the creation of the conductor’s own meaning and resistant identity. The authors concluded that evidence of the regulation of employee relations, such as the decisions of arbitrators, can reveal the processes and outcomes of work under hegemonic masculinity, sexism and misogyny.
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Danielle Mihram and G. Arthur Mihram
This paper seeks to report on six Symposia offered at the 2011 Annual Meeting of the American Association for the Advancement of Science (AAAS), held 17‐21 February 2011 in…
Abstract
Purpose
This paper seeks to report on six Symposia offered at the 2011 Annual Meeting of the American Association for the Advancement of Science (AAAS), held 17‐21 February 2011 in Washington, DC. This 177th Meeting's theme was “Science without Borders.”
Design/methodology/approach
The report for each symposium includes internet links and bibliographic citations leading to information that further supports and enriches the information provided in the speakers' presentations.
Findings
An enhanced report was presented for each presentation for each symposium.
Originality/value
Several symposia, relating to: global collaboration; the digitization of science; publications without borders; and, teaching, learning, and research in the digital age, are covered in this report. The paper provides a documented insight on the most recent advances in research described by each symposium's presenter.
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Kelsey Prena and John L. Sherry
Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The…
Abstract
Purpose
Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome.
Design/methodology/approach
An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games.
Findings
Children with Down syndrome, as reported by their parents, most frequently play action/adventure games, and have several motivating factors for game play including overcoming challenges to gain reward and having fun engaging in the game world.
Research limitations/implications
The current study only recruited from a small sample of the Down syndrome population and therefore may lack generalizability.
Practical implications
Gaining a better understanding of which aspects of video games appeal to children with Down syndrome. Knowing what they prefer will enable us to design games that are engaging and cognitively beneficial.
Originality/value
This paper proposes the importance of video game play to promote development in children with Down syndrome.