Samantha Shields and Megan Murray
The purpose of this paper is to explore beginning teachers’ perceptions of the role of the mentor in the early stages of developing a professional identity. The beginning teachers…
Abstract
Purpose
The purpose of this paper is to explore beginning teachers’ perceptions of the role of the mentor in the early stages of developing a professional identity. The beginning teachers in the authors’ study are defined as having been awarded qualified teacher status at the end of an initial teacher education programme or having completed their first term as a new teacher with responsibility for a class of pupils.
Design/methodology/approach
The research design was a qualitative, inductive study. The concepts of communities of practice, legitimate peripheral participation and power dynamics within a community underpinned this study. The data set was collected over a period of 18 months, through six focus groups and 40 questionnaires with beginning teachers across 34 schools altogether. The data set was analysed using interpretive phenomenological analysis (IPA).
Findings
The findings indicated that the ways in which mentors use their power to recognise (or not) the legitimacy of beginning teachers as being part of the school community influences the development of beginning teachers’ professional identities. The thematic analysis of the data indicated the different types of support that mentors may provide: “belonging”, “emotional”, “pedagogical” and “space”.
Research limitations/implications
Further research into how mentors perceive their role in supporting new entrants into the profession is needed.
Originality/value
These findings are pertinent in England, as the increase in school-based initial teacher training provision will intensify the role of school mentors. These findings will be of value to other countries that are moving towards an increase in school-based teacher training.
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Rachael Bullingham and Rory Magrath
The 2019 FIFA (Federation Internationale de Football Association) Women's World Cup in France saw unprecedented levels of success for women's football. FIFA estimates that, for…
Abstract
The 2019 FIFA (Federation Internationale de Football Association) Women's World Cup in France saw unprecedented levels of success for women's football. FIFA estimates that, for the first time, total global viewership of the tournament reached 1bn. During the tournament, the eventual champions – the United States – saw their midfield veteran, Megan Rapinoe, win the golden boot (top goal scorer) and the golden ball award (most valuable player). In addition to her exploits on the pitch, Rapinoe, one of numerous ‘out’ lesbian athletes competing at the Women's World Cup, also received an unprecedented amount of media coverage. In this chapter, we analyse British print media coverage of Rapinoe during the one-month period of the Women's World Cup (7th June–7th July) and the week after the tournament concluded. Our findings indicate that although Rapinoe is a polarising character, media coverage of her throughout the tournament was generally positive. We show this through Rapinoe as a ‘personality’, Rapinoe as ‘outspoken’ and Rapinoe as a role model.
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Tyler Prochnow, Logan Hartnell and Megan S. Patterson
Online gaming offers avenue to connect with others producing social capital especially for individuals lacking in-real-life (IRL) social support; however, there is concerns…
Abstract
Purpose
Online gaming offers avenue to connect with others producing social capital especially for individuals lacking in-real-life (IRL) social support; however, there is concerns related to mental health and depressive symptoms (DS). Virtually mediated social connections are particularly important during times of social distancing. This paper aims to investigate discussant networks established through an online gaming site and their possible association with DS and social support.
Design/methodology/approach
Participants (n =40) recruited from an online gaming site reported DS, online and IRL social support, and site members with whom they discussed important life matters. Participants also reported topics of conversation discussed and reason for communication. Quadratic assignment procedure multiple regression was used to determined significant associations between network structure, DS and social support.
Findings
DS were significantly associated with online (ß = 0.39) and IRL social support (ß = −0.44). Online social support was significantly associated with network structural factors. Topics reported by members most often were bridging capital topics while topics reported by members in most recent conversation were bonding capital topics. Members mentioned bonding social capital concepts as motivation for conversation.
Social implications
Building online relationships to provide bonding social capital could supply buffering effects for those feeling socially isolated during social distancing.
Originality/value
This paper is among the first to approach online gaming communication through social network analysis and qualitative analysis mixed method approach.
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Angela Martin, Megan Woods and Sarah Dawkins
Mental health conditions such as depression are prevalent in working adults, costly to employers, and have implications for legal liability and corporate social responsibility…
Abstract
Purpose
Mental health conditions such as depression are prevalent in working adults, costly to employers, and have implications for legal liability and corporate social responsibility. Managers play an important role in determining how employees’ and organizations’ interests are reconciled in situations involving employee mental ill-health issues. The purpose of this paper is to explore these situations from the perspective of managers in order to develop theory and inform practice in workplace mental health promotion.
Design/methodology/approach
Semi-structured interviews were conducted with 24 Australian managers who had supervised an employee with a mental health issue. Interview transcripts were content analyzed to explore themes in managers’ experiences.
Findings
Managing an employee with a mental health issue involves becoming aware of the issue, taking action to understand the situation and develop an action response, implementing the response and managing the ongoing situation. Each of these tasks had a range of positive and negative aspects to them, e.g., managing the situation can be experienced as both a source of stress for the manager but also as an opportunity to develop greater management skills.
Practical implications
Understanding line managers’ experiences is critical to successful implementation of HR policies regarding employee health and well-being. HR strategies for dealing with employee mental health issues need to consider implementation support for managers, including promotion of guiding policies, training, emotional support and creating a psychosocial safety climate in their work units or teams.
Originality/value
The insights gained from this study contribute to the body of knowledge regarding psychosocial safety climate, an emergent theoretical framework concerned with values, attitudes and philosophy regarding worker psychological health. The findings also have important implications for strategic human resource management approaches to managing mental health in the workplace.
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Kristien Zenkov, Marion Taousakis, Jennifer Goransson, Emily Staudt, Marriam Ewaida, Madelyn Stephens, Megan Hostutler, Jasmin Castorena and Matt Kitchen
Policy makers, professional associations and scholars continue to advocate for the integration of enhanced clinical experiences for future teachers’ preparation. These…
Abstract
Purpose
Policy makers, professional associations and scholars continue to advocate for the integration of enhanced clinical experiences for future teachers’ preparation. These recommendations reflect the growing recognition that few events in preservice teachers’ education are more significant than their experiences in the classrooms of veteran peers. Aware of the fact that the field of teacher education needs examples of effective clinical experiences, the authors examined the “critical, project-based” (CPB) model, employing Photovoice activities in a dropout prevention course in a secondary education partner school at the beginning of the COVID-19 pandemic. This paper aims to discuss the aforementioned objective.
Design/methodology/approach
Aware that the field of teacher education needs examples of effective clinical experiences, the authors examined the CPB model, employing Photovoice activities in a dropout prevention course in a secondary education partner school at the beginning of the COVID-19 pandemic. In this article they detail a practitioner research examination that explores the experiences of 12 preservice middle/high school teachers, reporting on these individuals’ considerations of general pedagogies, writing instruction strategies and teaching personas.
Findings
Results suggest that preservice teachers might best identify pedagogical practices that are consistent with their nascent teaching identities via experiences that occur in school-university partnerships in which future teachers are positioned as pedagogues.
Originality/value
This manuscript explores the use of the “CPB” clinical experience model, identifying the impacts of this approach for preparing future teachers.
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Tyler Prochnow, Megan S. Patterson, Logan Hartnell and M. Renée Umstattd Meyer
Increases in video game use have led to mental health concerns, citing greater risk for depressive symptoms (DS) and reduced “in-real-life” (IRL) social involvement. However…
Abstract
Purpose
Increases in video game use have led to mental health concerns, citing greater risk for depressive symptoms (DS) and reduced “in-real-life” (IRL) social involvement. However, recent studies have uncovered potential social benefits for online gaming. Many games provide avenues to extend real life relationships and make new online friendships. The purpose of this pilot study is to use social network analysis to determine associations between connections and DS in a gaming community.
Design/methodology/approach
As a pilot study, members of an online gaming site were asked to report demographic characteristics, DS, IRL social support, online social support and IRL people and members of the online community with whom they spoke to about important life matters. Multi-level modeling was used to parse variance described by demographic characteristics, IRL measures and online measures. Linear network autocorrelation modeling (LNAM) was used to determine relationships between network connections and DS.
Findings
Members (n = 37; µ = 24.76 years old, SD = 6.55; 100% male; 89.2% white) on average felt DS’ “not at all” to “several days” over the past two weeks. Multi-level modeling including online network measures explained 50% of variance (R2 = 0.50, F (9,27) = 2.98, p = 0.01); online connections were associated with DS (ß = 0.46). LNAM indicated DS were associated with IRL support (ß = −2.66), IRL connections (ß = 1.81), online support (ß = 2.40) and network effects (ß = 0.06), which indicates that a gamer’s DS were similar to those of their online connections.
Originality/value
Members with more DS may be seeking help via online channels. This may be important for future research to consider alternative forms of help-seeking behavior.
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Megan Davis, Kerstin Dautenhahn, Stuart Powell and Chrystopher Nehaniv
This article presents practical guidelines for the design of interactive software for children with autism. Many existing software design techniques rely on social interaction and…
Abstract
This article presents practical guidelines for the design of interactive software for children with autism. Many existing software design techniques rely on social interaction and so are not appropriate for this group, and little practical guidance is available. The guidelines presented are based on research experiences during the development of an interactive software game called TouchStory, which was designed to promote an understanding of narrative structure while adapting to the learning needs of individual children with autism. Our results indicate that some children with autism were actively engaged in self‐directed, curiosity‐driven learning, and found TouchStory enjoyable, even after repeated exposures on as many as 20 occasions. The guidelines are not limited to the appearance and behaviour of the software system, and may be fundamental to the research questions asked and the approach adopted. They provide a useful basis for furthering our understanding of the provision of assistive technology for children with autism.
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Megan Reitz, Melissa Carr and Eddie Blass
This paper examines ongoing research (Blass & Carr, 2006) exploring the development of future leaders using new and innovative approaches. Research asking experienced leaders…
Abstract
This paper examines ongoing research (Blass & Carr, 2006) exploring the development of future leaders using new and innovative approaches. Research asking experienced leaders about what they wish they had known 10 years ago is used to provide an insight into the critical incidents that shaped these leaders' careers. These critical incidents were used as the basis for an innovative leadership development programme for the Improvement and Development Agency (IDeA) which is further examined in this paper.