Joachim Schopfel, Stéphane Chaudiron, Bernard Jacquemin, Hélène Prost, Marta Severo and Florence Thiault
Print theses and dissertations have regularly been submitted together with complementary material, such as maps, tables, speech samples, photos or videos, in various formats and…
Abstract
Purpose
Print theses and dissertations have regularly been submitted together with complementary material, such as maps, tables, speech samples, photos or videos, in various formats and on different supports. In the digital environment of open repositories and open data, these research results could become a rich source of research results and data sets, for reuse and other exploitation. The paper aims to discuss these issues.
Design/methodology/approach
After introducing electronic theses and dissertations (ETD) into the context of eScience, the paper investigates some aspects that impact the availability and openness of data sets and other supplemental files related to ETD (system architecture, metadata and data retrieval, legal aspects).
Findings
These items are part of the so-called “small data” of eScience, with a wide range of contents and formats. Their heterogeneity and their link to ETD need specific approaches to data curation and management, with specific metadata and identifiers and with specific services, workflows and systems. One size may not fit for all but it seems appropriate to separate text and data files. Regarding copyright and licensing, data sets must be evaluated carefully but should not be processed and disseminated under the same conditions as the related PhD theses. Some examples are presented.
Research limitations/implications
The paper concludes with recommendations for further investigation and development to foster open access to research results produced along with PhD theses.
Originality/value
ETDs are an important part of the content of open repositories. Yet, their potential as a gateway to underlying research results has not really been explored so far.
Details
Keywords
Yongzhong Yang, Aixian Yu, JinJing Li, Mohsin Shafi and Muhammad Ashraf Fauzi
Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a…
Abstract
Purpose
Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a single element and only focuses on the cognitive level of gamification elements, lacking an overall exploration of the impact mechanism of gamification elements. Against the backdrop of virtual learning communities, we apply the cognition-affection-conation theory to examine the influence of various gamification elements on college students' online learning behaviors, examining both cognitive and affective pathways.
Design/methodology/approach
Data were collected through a predefined questionnaire from 11 Chinese virtual learning communities, with 587 respondents participating in the study. SmartPLS was employed to conduct a Partial Least Squares (PLS) analysis of the research model and test the hypotheses.
Findings
Our findings reveal that immersion and achievement-oriented gamification elements positively impact learning behavior. Conversely, the social gamification element exhibits a negative influence due to social burnout within virtual learning communities. This study pioneers a model to understand the intricate influence mechanisms of gamification elements on college students' online learning behaviors. The model contributes to the enriched exploration and practical application of college students' learning behaviors in virtual learning communities.
Originality/value
Unlike previous studies that often treat gamification as a single element and focus solely on cognitive aspects, this research explores both cognitive and affective pathways using cognition-affection-conation theory. By examining the influence of various gamification elements on college students' online learning behaviors in virtual learning communities, this study provides nuanced insights. In particular, immersion and achievement-oriented gamification elements positively impact learning behavior, while social gamification elements have a negative influence due to social burnout. This comprehensive approach deepens our understanding of how gamification affects students' learning experiences, enriches knowledge, and provides practical insights for educators and instructional designers.