Manfredi La Manna and Jean Young
The ELectronic Society for Social Scientists (ELSSS) envisages a new concept of scholarly and scientific journal: conceived and managed by academics themselves; aimed at providing…
Abstract
The ELectronic Society for Social Scientists (ELSSS) envisages a new concept of scholarly and scientific journal: conceived and managed by academics themselves; aimed at providing direct competition to high‐priced commercial publications; based on a business model whereby subscription revenues cover the non‐trivial cost of peer‐review; designed to maximise research productivity; intended as a platform for scientific and scholarly debate. The ELSSS model conceives the peer‐reviewed published article not at the final stage of the scholarly communication chain, but as an intermediate step, to be followed by Web‐based interaction among self‐selected networks of interested researchers. The paper suggests that the very concepts of “lending” and “document” need redefining in the case of the forthcoming generation academic‐led journals.
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This study provides empirical support for a link between video game play and likelihood to major in a STEM field.
Abstract
Purpose
This study provides empirical support for a link between video game play and likelihood to major in a STEM field.
Design/methodology/approach
Using the National Longitudinal Study of Adolescent Health (Add Health), this study investigates whether adolescents who play video games are more likely than those who do not to choose a STEM field major in college, and if other characteristics explain this relationship.
Findings
Results from a nested series of logistic regression models show that – compared to those who do not play video games in adolescence – teens who play video games are 70% more likely to major in a STEM field when they attend college.
Research limitations/implications
The Add Health dataset allows for empirical verification of the link between video game play and STEM major choice, but it is dated. Future research should use more recent data. Factors such as gaming platform and game genre are likely to be key variables in future research.
Practical implications
This finding lends support for including video game play as a potential factor in future studies on college major choice, and offers further empirical support for utilizing video games as a potential gateway into STEM.
Originality/value
Going beyond previous research, this study finds that playing commercial video games may be one entry point to STEM fields, and implies that it is important to understand the impact of games that millions of young people play.
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Communications regarding this column should be addressed to Mrs. Cheney, Peabody Library School, Nashville, Tenn. 37203. Mrs. Cheney does not sell the books listed here. They are…
Abstract
Communications regarding this column should be addressed to Mrs. Cheney, Peabody Library School, Nashville, Tenn. 37203. Mrs. Cheney does not sell the books listed here. They are available through normal trade sources. Mrs. Cheney, being a member of the editorial board of Pierian Press, will not review Pierian Press reference books in this column. Descriptions of Pierian Press reference books will be included elsewhere in this publication.
Beginning with a brief history and explanation of the project, this article goes on to discuss the system in some detail, emphasising its simplicity and flexibility, and stresses…
Abstract
Beginning with a brief history and explanation of the project, this article goes on to discuss the system in some detail, emphasising its simplicity and flexibility, and stresses the implications of the system for library management. The evaluation, although relevant, is already out of date because the system is now working successfully on an “in‐house mini”. Written for librarians by a librarian, this paper should be of interest and assistance to those who are involved in or are considering automating their systems.
Thibaut Bardon and Emmanuel Josserand
The purpose of this paper is to explore why digital games based learning (DGBL) is spreading rapidly in all educational settings, when the literature does not provide clear…
Abstract
Purpose
The purpose of this paper is to explore why digital games based learning (DGBL) is spreading rapidly in all educational settings, when the literature does not provide clear empirical evidence of the pedagogical benefits. The paper seeks to understand why DGBL is constantly developing despite this lack of consensus about the learning outcomes.
Design/methodology/approach
In order to identify the motivations for DGBL adoption and implementation beyond pedagogical ones, the authors use organizational theories to propose a three‐dimensional framework in which pedagogical motivation is articulated with political (linked to local characteristics) and institutional (linked to the macro‐environment) motivations. They then study the respective importance the three kinds of motivation in the adoption decisions and the implementation process of DGBL. To this end, they conducted a retrospective analysis of four embedded case studies in European business schools.
Findings
The authors find that institutional motivation plays a major role in adoption decisions while political motivations can contribute to the decision but are not necessarily present. Isomorphic pressure is essentially mimetic for early adopters and combined with coercive elements for late adopters.
Practical implications
During the implementation phase customization is mainly driven by political objectives while institutionalized ideas about the best way to implement the game are not typically influential.
Originality/value
The study shows that pedagogical benefits are a prerequisite rather than the core motivation for adoption or implementation. Second, the study is a call for both academics and practitioners not to over‐rationalize or under‐rationalize DGBL and, more broadly, pedagogical innovations and adoption decisions.
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– The purpose of this paper is to consider the dynamics of submitting arts-based research in a climate that is dominated, in the UK, by the social sciences.
Abstract
Purpose
The purpose of this paper is to consider the dynamics of submitting arts-based research in a climate that is dominated, in the UK, by the social sciences.
Design/methodology/approach
It begins by taking a view on arts-based research, considering mainly Eisner and Dewey but exploring the possibilities of other forms such as baroque research. It goes on to look at some examples of arts-based research that has been carried out, funded by the Arts and Humanities Research Council. The authors conclude by saying that interdisciplinary research, while being encouraged by research councils, is also made more difficult by these same research councils’ funding structures.
Findings
The authors consider that this has an effect on defining what educational research is and could be. The authors argue that this is important not only in relation to the range of disciplinary perspectives that can be drawn upon within educational settings, for example, the need to engage with disciplines such as English, History, Philosophy, Music and Fine Art, but also in relation to methodological understandings of how research should be conducted within educational settings.
Originality/value
The research studies are arts based but with an original educational orientation.
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Anthony H. Normore and Gaetane Jean-Marie
This chapter focuses on how leaders of learning and learners of leading are developed and prepared to address and advance powerful and equitable student learning. Discussion…
Abstract
This chapter focuses on how leaders of learning and learners of leading are developed and prepared to address and advance powerful and equitable student learning. Discussion focuses on several areas identified in the literature as critical including: leading and learning in context (Knapp, Copland & Talbert, 2003); leaders’ response to changing expectations and learning agendas, and professional development of leaders of learning (Normore, 2004). Earlier research by Knapp, Copland, and Talbert (2003) and the socialization processes of leaders of learners (Browne-Ferrigno & Muth, 2004; Leithwood, Steinbach, & Begley, 1992; Normore, 2007, 2004) will serve as the foundation for several areas of action identified by these researchers including: establishing a focus on learning by persistently and publicly focusing leaders own attention and that of others on learning and teaching; professional and organizational socialization processes; what leading for learning looks like in practice (Darling-Hammond, LaPointe, Meyerson, Orr, & Cohen, 2007); professional development including pre-service preparation, field-based learning, and personal and professional formation (Daresh, 1997; Gross, 2009; Normore, 2004); and creating coherence by connecting student, professional, and system learning with one another and with learning goals (Knapp et al., 2003).
Current issues of Publishers' Weekly are reporting serious shortages of paper, binders board, cloth, and other essential book manufacturing materials. Let us assure you these…
Abstract
Current issues of Publishers' Weekly are reporting serious shortages of paper, binders board, cloth, and other essential book manufacturing materials. Let us assure you these shortages are very real and quite severe.