Michael Hitchens and Rowan Tulloch
The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification…
Abstract
Purpose
The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself.
Design/methodology/approach
Based on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses.
Findings
A majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience.
Research limitations/implications
The research is limited by the nature of the participants, who were drawn from videogame and media units and who may be predisposed to game-like activities.
Originality/value
This research demonstrates that students are able to perceive value in gamification in the classroom.
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Bakhtiar Sadeghi, Deborah Richards, Paul Formosa, Mitchell McEwan, Muhammad Hassan Ali Bajwa, Michael Hitchens and Malcolm Ryan
Cybersecurity vulnerabilities are often due to human users acting according to their own ethical priorities. With the goal of providing tailored training to cybersecurity…
Abstract
Purpose
Cybersecurity vulnerabilities are often due to human users acting according to their own ethical priorities. With the goal of providing tailored training to cybersecurity professionals, the authors conducted a study to uncover profiles of human factors that influence which ethical principles are valued highest following exposure to ethical dilemmas presented in a cybersecurity game.
Design/methodology/approach
The authors’ game first sensitises players (cybersecurity trainees) to five cybersecurity ethical principles (beneficence, non-maleficence, justice, autonomy and explicability) and then allows the player to explore their application in multiple cybersecurity scenarios. After playing the game, players rank the five ethical principles in terms of importance. A total of 250 first-year cybersecurity students played the game. To develop profiles, the authors collected players' demographics, knowledge about ethics, personality, moral stance and values.
Findings
The authors built models to predict the importance of each of the five ethical principles. The analyses show that, generally, the main driver influencing the priority given to specific ethical principles is cultural background, followed by the personality traits of extraversion and conscientiousness. The importance of the ingroup was also a prominent factor.
Originality/value
Cybersecurity professionals need to understand the impact of users' ethical choices. To provide ethics training, the profiles uncovered will be used to build artificially intelligent (AI) non-player characters (NPCs) to expose the player to multiple viewpoints. The NPCs will adapt their training according to the predicted players’ viewpoint.
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In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game…
Abstract
In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game identities. I extend the research on larp subcultures in two ways. First, I place larping within the larger context of leisure subcultures and society by arguing that larping is representative of changes in leisure and subcultures in postmodern society. Second, I draw upon ethnographic data collected among the New England Role-playing Organization (NERO) to analyze larpers character identity performances. RPG and Larp researchers have developed several theories about the relationship between larp participants and their character performances. While these concepts provide a helpful framework for understanding the participant-character relationship, they undertheorize the in-game constructed performance of identity. Using symbolic interaction theory, I analyze the identity work processes larpers use to construct and perform their larp identities extending our understanding of the similarities between everyday identity and larpers' character identity performances.
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Abstract
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President Bill Clinton has had many opponents and enemies, most of whom come from the political right wing. Clinton supporters contend that these opponents, throughout the Clinton…
Abstract
President Bill Clinton has had many opponents and enemies, most of whom come from the political right wing. Clinton supporters contend that these opponents, throughout the Clinton presidency, systematically have sought to undermine this president with the goal of bringing down his presidency and running him out of office; and that they have sought non‐electoral means to remove him from office, including Travelgate, the death of Deputy White House Counsel Vincent Foster, the Filegate controversy, and the Monica Lewinsky matter. This bibliography identifies these and other means by presenting citations about these individuals and organizations that have opposed Clinton. The bibliography is divided into five sections: General; “The conspiracy stream of conspiracy commerce”, a White House‐produced “report” presenting its view of a right‐wing conspiracy against the Clinton presidency; Funding; Conservative organizations; and Publishing/media. Many of the annotations note the links among these key players.
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This chapter draws on feminist theorizing on rape culture and victim blaming, and proposes a concept, racialized victim blaming, as a useful tool for understanding discourse on…
Abstract
Purpose
This chapter draws on feminist theorizing on rape culture and victim blaming, and proposes a concept, racialized victim blaming, as a useful tool for understanding discourse on state violence.
Methodology/approach
The concept of racialized victim blaming is applied to historically analyze the genesis of the carceral state, and deconstruct public debates on police shootings and immigration crises.
Findings
This chapter argues that racialized victim blaming is used as a discursive tool to legitimize and mystify state violence projects. Officials and the media use racialized logics and narratives to blame the victims of state violence for their own suffering, justifying continued or increased state violence.
Originality/value
The concept of victim blaming is most often associated with violence against women. Here I demonstrate that victim blaming is also a useful tool for understanding state violence, particularly when attention is given to the place of racializing narratives.
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As the field of history expands with each passing decade, so does the number of reference works on historical events. Many fine reference works have been released in recent years…
Abstract
As the field of history expands with each passing decade, so does the number of reference works on historical events. Many fine reference works have been released in recent years, and the following is an annotated list of some of those that librarians ought to consider purchasing. The materials included were published in the decade beginning with the American Bicentennial. The scope of the bibliography is also limited to certain subjects deemed appropriate by the author, and excludes a number of excellent works that were considered too limited (bibliographies of individuals, for example), even though they might well be proper purchases for a library's reference collection. Also excluded, generally, are those works that are revisions of earlier works. The range of subjects included within the larger context of “American history” is somewhat dependent on the materials actually published, and the author has attempted to select only those materials that have received favorable reviews.
Since the first Volume of this Bibliography there has been an explosion of literature in all the main areas of business. The researcher and librarian have to be able to uncover…
Abstract
Since the first Volume of this Bibliography there has been an explosion of literature in all the main areas of business. The researcher and librarian have to be able to uncover specific articles devoted to certain topics. This Bibliography is designed to help. Volume III, in addition to the annotated list of articles as the two previous volumes, contains further features to help the reader. Each entry within has been indexed according to the Fifth Edition of the SCIMP/SCAMP Thesaurus and thus provides a full subject index to facilitate rapid information retrieval. Each article has its own unique number and this is used in both the subject and author index. The first Volume of the Bibliography covered seven journals published by MCB University Press. This Volume now indexes 25 journals, indicating the greater depth, coverage and expansion of the subject areas concerned.
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This paper aims to explore how social media can be used strategically for delivering new services in a small- and medium-sized enterprise (SME) context.
Abstract
Purpose
This paper aims to explore how social media can be used strategically for delivering new services in a small- and medium-sized enterprise (SME) context.
Design/methodology/approach
Single case study: CONSULT+ (pseudonym), a consulting firm specialized in change management. Consultants use a social media network to develop their new services.
Findings
To take on the challenges of heightened competition, CONSULT+ has created thematic business units to encourage new service development. This research explored strategies, practices and benefits associated of using social media network by intrapreneurs at all levels of new service idea trajectory (idea generation, elaboration, championing and implementation).
Research limitations/implications
The research is based on a single case study. Further research should be conducted to establish the generalization of the results.
Practical implications
This paper highlights the key success factors in making such an approach successful: raising awareness of the benefits of using social media; analysing of complementarities of tools; accompanying the development of advanced practices; capturing the valuable potential for the organization and avoiding negative effects of individual practices.
Originality/value
The research provides a unique approach that can be practically implemented within knowledge-intensive SMEs to leverage social media network to deliver new services (best practices and insights for managerial support schemes).