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Book part
Publication date: 15 September 2022

Josie Hamper

Fertility apps are digital tools for recording menstruation and bodily signs of fertility, with the aim of predicting future ovulation dates. For women trying to conceive, these…

Abstract

Fertility apps are digital tools for recording menstruation and bodily signs of fertility, with the aim of predicting future ovulation dates. For women trying to conceive, these predictions can be used to time heterosexual intercourse or insemination close to ovulation and thus increase chances of conception. This chapter explores women's use of fertility-tracking apps and the consequences of this for their experiences of trying to conceive in heterosexual relationships. I draw on findings from a thematic analysis of app content and interviews with women in the United Kingdom who had used apps to help them conceive, to show how these apps are often present in the in-between or transitional times and spaces of reproductive life. Apps are used to increase chances of pregnancy, but they are also used to navigate the many uncertainties of trying to conceive. Through a critical engagement with notions of control, anticipation and awareness, I explore how apps shape and are shaped by an increasingly demanding social and cultural context of reproduction.

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Technologies of Reproduction Across the Lifecourse
Type: Book
ISBN: 978-1-80071-733-6

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Book part
Publication date: 22 October 2016

Virginia M. Tucker, Christine Bruce and Sylvia L. Edwards

This chapter explores the potential of grounded theory research methods for eliciting threshold concepts. It begins with an overview of threshold concept theory, then reviews…

Abstract

This chapter explores the potential of grounded theory research methods for eliciting threshold concepts. It begins with an overview of threshold concept theory, then reviews current methodological approaches, as well as challenges encountered, when researching threshold concepts. The discussion argues for the suitability of grounded theory for this purpose, using a specific case for illustration. Specific elements of the research design that strengthened the use of grounded theory in the exploration of threshold concepts are described. The case example used is of graduate students and practicing professionals’ learning experiences when acquiring expertise in the online environment. The case is used to demonstrate the grounded theory method’s efficacy for eliciting evidence of transformative learning experiences, leading to implications for improving curriculum design.

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Theory and Method in Higher Education Research
Type: Book
ISBN: 978-1-78635-895-0

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Book part
Publication date: 25 April 2014

Gerlese Åkerlind, Jo McKenzie and Mandy Lupton

This chapter describes an innovative method of curriculum design that is based on combining phenomenographic research, and the associated variation theory of learning, with the…

Abstract

This chapter describes an innovative method of curriculum design that is based on combining phenomenographic research, and the associated variation theory of learning, with the notion of disciplinary threshold concepts to focus specialised design attention on the most significant and difficult parts of the curriculum. The method involves three primary stages: (i) identification of disciplinary concepts worthy of intensive curriculum design attention, using the criteria for threshold concepts; (ii) action research into variation in students’ understandings/misunderstandings of those concepts, using phenomenography as the research approach; (iii) design of learning activities to address the poorer understandings identified in the second stage, using variation theory as a guiding framework. The curriculum design method is inherently theory and evidence based. It was developed and trialed during a two-year project funded by the Australian Learning and Teaching Council, using physics and law disciplines as case studies. Disciplinary teachers’ perceptions of the impact of the method on their teaching and understanding of student learning were profound. Attempts to measure the impact on student learning were less conclusive; teachers often unintentionally deviated from the design when putting it into practice for the first time. Suggestions for improved implementation of the method are discussed.

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Theory and Method in Higher Education Research II
Type: Book
ISBN: 978-1-78350-823-5

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Book part
Publication date: 12 December 2023

Floris de Krijger

A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this…

Abstract

A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this literature reveals how platforms mobilize gig workers’ work effort by making the labour process resemble a game. This chapter contends that this tech-centric scholarship fails to fully capture the historical continuities between contemporary and much older occurrences of game-playing at work. Informed by interviews and participatory observations at two food delivery platforms in Amsterdam, I document how these platforms’ piece wage system gives rise to a workplace dynamic in which severely underpaid delivery couriers continuously employ game strategies to maximize their gig income. Reminiscent of observations from the early shop floor ethnographies of the manufacturing industry, I show that the game of gig income maximization operates as an indirect modality of control by (re)aligning the interests of couriers with the interests of capital and by individualizing and depoliticizing couriers’ overall low wage level. I argue that the new, algorithmic technologies expand and intensify the much older forms of gamified control by infusing the organizational activities of shift and task allocation with the logic of the piece wage game and by increasing the possibilities for interaction, direct feedback and immersion. My study contributes to the literature on gamification in the gig economy by interweaving it with the classic observations derived from the manufacturing industry and by developing a conceptualization of gamification in which both capital and labour exercise agency.

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Ethnographies of Work
Type: Book
ISBN: 978-1-83753-949-9

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Article
Publication date: 8 July 2022

Marianne Clark and Deborah Lupton

In this article, the authors aim to explore mobile apps as both mundane and extraordinary digital media artefacts, designed and promoted to improve or solve problems in people's…

451

Abstract

Purpose

In this article, the authors aim to explore mobile apps as both mundane and extraordinary digital media artefacts, designed and promoted to improve or solve problems in people's lives. Drawing on their “App Stories” project, the authors elaborate on how the efficiencies and affordances credited to technologies emerge and are performed through the specific embodied practices that constitute human–app relationships.

Design/methodology/approach

The project involved short written accounts in an online survey from 200 Australian adults about apps. Analysis was conducted from a sociomaterial perspective, surfacing the emotional and embodied responses to and engagements with the apps; the relational connections described between people and their apps or with other people or objects; and what the apps enabled or motivated people to do.

Findings

Findings point to three salient concerns about apps: (1) the need for efficiency; (2) the importance and complexity of human relationships and maintaining these connections; and (3) the complex relationships people have with their bodies. These concerns are expressed through themes that reflect how everyday efficiencies are produced through human–app entanglements; apps as relational agents; apps' ability to know and understand users; and future app imaginaries.

Originality/value

This project explores the affective and embodied dimensions of app use and thinks through the tensions between the extraordinary and mundane dimensions of contemporary techno-social landscapes, reflecting on how apps “matter” in everyday life. Our analysis surfaces the active role of the body and bodily performances in the production of app efficiencies and underlines the ways mobile apps are always situated in relation to other media and materialities.

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Online Information Review, vol. 47 no. 2
Type: Research Article
ISSN: 1468-4527

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Book part
Publication date: 25 July 2017

Laura Herbst, Dominik Reinartz and Arch G. Woodside

The focus of this study is on analyzing influencing factors of antisocial travel-related behaviors – in particular road rage. Building on the concept of redirection, the current…

Abstract

The focus of this study is on analyzing influencing factors of antisocial travel-related behaviors – in particular road rage. Building on the concept of redirection, the current chapter develops a theory of natural and planned redirection to derive starting points for demarketing antisocial behaviors. A fuzzy set qualitative comparative analysis (fsQCA) with survey data from 6,811 consumers from the DDB Life Style Study is used to gain insights into the individuals behind road rage. Results show that specific kinds of anti- and prosocial behavior associate with high and low levels of road rage, respectively. The study finds that these prosocial behaviors may function as natural redirection mechanisms and prevent or reduce road rage. Thereby, the findings extend previous analyses of road rage and allow for deriving theoretical and policy implications.

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Consumer Behavior in Tourism and Hospitality Research
Type: Book
ISBN: 978-1-78714-690-7

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Book part
Publication date: 13 April 2022

Andrew Baerg

The chapter explores the developments in work on the history of quantification and sport, explaining how quantification in sport is generally understood, and then establishing…

Abstract

Purpose

The chapter explores the developments in work on the history of quantification and sport, explaining how quantification in sport is generally understood, and then establishing what a sociological approach offers to scholars interested in exploring new expressions of these developments in biometrics and Big Data. It then outlines some potential directions scholars might pursue to further develop knowledge of these developments in the context of sport.

Design/methodology/approach

The chapter synthesizes existing literature from the sociology of quantification, sport sociology and quantification, and Big Data to provide historical, contemporary, and future oriented assessments of sport and datafication.

Findings

By situating a discussion of Big Data and biometrics in the context of sport, this chapter argues for the value of a sociological approach to these areas. The chapter engages prior work as a way to move scholars to challenge the assumed epistemological and political power of numbers for the way we engage sport.

Research limitations/implications (if applicable)

The chapter argues for a number of future areas of study that may push the boundaries of existing research in the area.

Originality/value

The chapter provides a survey of the literature on sport, analytics, and Big Data as an impetus for future research into the importance of a sociological approach to these areas in the context of sport.

Details

Sport, Social Media, and Digital Technology
Type: Book
ISBN: 978-1-80071-684-1

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Book part
Publication date: 12 August 2014

Clarence Maybee

This chapter discusses using phenomenography to study information experience. Phenomenographers aim to investigate people’s experiences of the world around them, which is…

Abstract

This chapter discusses using phenomenography to study information experience. Phenomenographers aim to investigate people’s experiences of the world around them, which is comprised of the interrelationship between an individual and a phenomenon they are focusing on. Phenomenography has been identified as a research approach suited to the study of information experience. Phenomenographic research investigating experiences of using information in different contexts has led to the development of informed learning, which is an approach to information literacy that emphasizes learning as an outcome of using information. Recent research focusing on information experience has been referred to as informed learning research. The preliminary findings from a current informed learning study illustrate the educative benefits of researching information experience. This study investigates a classroom lesson, in which a teacher outlines an assignment that requires the students to understand a language and gender topic by investigating the evolution of research on the topic. The lesson is experienced in multiple ways by the students and the analysis suggests a way of enhancing the lesson to enable more students to experience it in the way intended by the teacher.

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Information Experience: Approaches to Theory and Practice
Type: Book
ISBN: 978-1-78350-815-0

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Book part
Publication date: 26 August 2019

Rachel Fundator and Clarence Maybee

Purpose – Academic librarians are well positioned to take on the role of the informed learning developer, working with teachers to design coursework in which students learn to use…

Abstract

Purpose – Academic librarians are well positioned to take on the role of the informed learning developer, working with teachers to design coursework in which students learn to use information as they engage with course context. This chapter aims to provide insights to academic librarians of how they may approach integrating information literacy into courses using an informed learning approach by identifying key aspects of this collaborative work.

Methods The literature on educational development, specifically outlining the core responsibilities, activities, skills, and models used by educational developers is reviewed and key aspects are identified and applied to describe the role of a developer working with teachers to foster learning through engagement with information in higher education.

Findings – Four key aspects of the work of educational developers are identified: collaborative, scholarly, contextual, and reflective. When adapted to describe the efforts of a developer focused on creating informed learning experiences for students, the four aspects include:

partnering with teachers to develop informed learning experiences by leveraging the expertise of the teacher and the librarian;

applying an informed learning pedagogic approach, and drawing from and sharing information literacy scholarship illuminating how information is used in the learning process;

creating informed learning experiences that are responsive to institutional and disciplinary perspectives; and

encouraging teachers to reflect on their intentions for content-focused learning and how learning outcomes may be shaped through interactions with information.

Implications – Drawing upon their expertise in how learners use information, academic librarians can use the findings to concentrate their consultative efforts to effectively partner with teachers to transform student learning experiences in higher education.

Available. Open Access. Open Access
Article
Publication date: 13 August 2024

Henriikka Vartiainen, Teemu Valtonen, Juho Kahila and Matti Tedre

In 2022 generative AI took the Internet world by storm. Free access to tools that can generate text and images that pass for human creations triggered fiery debates about the…

1338

Abstract

Purpose

In 2022 generative AI took the Internet world by storm. Free access to tools that can generate text and images that pass for human creations triggered fiery debates about the potential uses and misuses of generative AI in education. There has risen a need to check the popular utopian and dystopian narratives about AI against the diversity of hopes, concerns and future imaginaries that educators themselves associate with generative AI. The purpose of this study is to investigate the perspectives of Finnish teacher educators on the use of AI in education.

Design/methodology/approach

This article reports findings from a hands-on workshop in teacher training, where participants learned about how generative AI works, collaboratively explored generative AI and then reflected on its potential and challenges.

Findings

The results reveal nuanced, calm and thoughtful imaginaries rooted in deep understanding of educational policy, evaluation and the sociocultural context of education. The results cover teachers’ views on the impact of AI on learners’ agency, metacognition, self-regulation and more.

Originality/value

This article offers a unique exploration into the perceptions and imaginaries of educators regarding generative AI in specific (instead of “monolithic AI”), moving beyond dystopian views and instead focusing on the potential of AI to align with existing pedagogical practices. The educators contrasted the common techno-deterministic narratives and perceived AI as an avenue to support formative assessment practices and development of metacognition, self-regulation, responsibility and well-being. The novel insights also include the need for AI education that critically incorporates social and ethical viewpoints and fosters visions for a future with culturally, socially and environmentally sustainable AI.

Details

Information and Learning Sciences, vol. 126 no. 1/2
Type: Research Article
ISSN: 2398-5348

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