bluuebunny/crossref_metadata_2025 huggingface dataset:
Living together in the UK : when housing becomes an obstacle
Authors: Fée David
Published: November 2021

This paper finds its origin in a number of discussions with officials in the UK about what I call the UK housing conundrum. By this I mean the worsening housing conditions experienced by many households, the incapacity of a growing section of the population to house themselves at a reasonable price and the seeming powerlessness of national and local authorities to match supply and demand. This is despite the planning system having been tasked with creating socially balanced communities since its inception in 1947, a commitment upheld by most post-war governments. Although living together has long been an official objective of planning and housing policies in the UK, this objective is increasingly difficult to achieve because of recent policy choices as I shall explain.In this paper I would first like to look briefly at the housing context of and background to recent housing policies. Second, the links between the planning system and socially balanced communities will be examined from a historical perspective. Third, I shall look at some recent changes in housing policy that make it harder for British people to live together; finally, I shall explore the recent consequences of those policy choices. The article only looks at social balance from an income perspective and not from an ethnic one for lack of space, and it focuses mostly on England.
Pro-European grassroots groups resisting Brexit : (re)building belonging and identity in the UK ?
Authors: Aouanes-Perriere Marie
Published: November 2021

When one thinks of the relationship between the United Kingdom and Europe one imagines an indifferent people as well as unyielding politicians. However, behind this image of a certain incompatibility Brexit has disrupted the lives of millions of people on both sides of the Channel, leaving pro-Europeans with no other choice than to come forward and act. This article will investigate how the 2016 referendum on the European Union has led to the awakening of anti-Brexit activists who campaigned to keep their country in the European Union. Resisting Brexit and rebelling against the political status quo has been like a catharsis for the grassroots who are determined to rediscover what it feels like to be European, leaving the question of the movement’s impact and durability open.
Environmental, Social, and Corporate Governance by Avoiding Management Bias and Tax Minimization
Authors: Popescu Cristina Raluca Gh.
Published: November 2021

The COVID-19 pandemic shock made nations worldwide seek support in different forms of international cooperation, realizing that strength is derived from countries' capacities to unite their forces and act together in times of crisis. Faced with the perspective of the COVID-19 crisis consequences, states have to adapt, focusing on implementation of robust managerial strategies and concentrating attention on ensuring strong financial systems. Given that, on the one hand, in the attempt to provide a healthy life and sustainable development, a balance needs to be established in terms of environmental, social, and corporate governance; and, on the other hand, in the quest to guarantee fair and transparent tax systems, a minimum global tax rate should be implemented. Likewise, in the new economy, the knowledge-based economy, the digitalized economy, business organizations should act in the spirit of sustainability while centering their efforts on efficiency, productivity, profitability, and performance and benefiting from the impressive advantages provided by intangible assets.
Mindfulness Business Principles
Authors: Popescu Cristina Raluca Gh.
Published: November 2021

There is an unprecedented pressure that both individuals and businesses endure, especially when considering changes and challenges brought by the COVID-19 pandemic and the COVID-19 crisis. Mindfulness seems to become an integrated part of people's lives, in the attempt to be more concentrated on their daily tasks, more focused on living in the present moment, more determined to eliminate anxiety and stress. In like manner, mindfulness in business seems to become a key solution to stronger entrepreneurship and highly successful workplace relationships. Thus, the new economy, the knowledge-based economy, centers its attention on the powerful links and opportunities that may be encountered between well-being, mental health, and mindfulness, seeking a way to create valuable mindfulness business principles, capable of producing outstanding results, empowering people, facilitating cooperation, allowing good governance, inducing corporate social responsibility, fostering community connections, enabling competitiveness, and supporting sustainability, development, and environmental balance.
Strategic Human Resource Management in the 21st-Century Organizational Landscape
Authors: Popescu Cristina Raluca Gh. , Kyriakopoulos Grigorios L.
Published: November 2021

These days, employability and sustainability in the Romanian marketplace are seriously challenged by the general economic development conditions, the continuously rising living standards, and the unfortunate imbalance and irregularities in the policies of labor markets. These defining factors mirror in this current research that focuses on describing the importance, implications, and specificities of human resource management (HRM) and strategic human resource management in the 21st-century organizational landscape, while seeking to pinpoint the considerable and valuable benefits brought by human and intellectual capital as drivers for performance management at the organizational level. The results of the study themselves possess the explanatory power of showing that human resources are the main assets of the organization, which decisively determines the potential for present and future line of action, since human resources have unlimited growth and development potential, even though they are regarded as extremely rare, highly valuable, yet difficult to insure or replace.
Playful Education and Innovative Gamified Learning Approaches
Authors: Pavlidis George P. , Markantonatou Stella
Published: November 2021

In the recent decades, there has been a significant investment in the incorporation of games in the educational practice. This has taken either the form of game-based learning or serious gaming. A literature review on gaming and education results in numerous works tackling different aspects of the approach. Even a simple search on the Web on gaming and learning produces multi-million results. In this work, we try to touch not only the surface of this approach and provide typical game-based learning evaluation results but also to explore its inner workings (offering a modest mixed philosophical and science aspect) and to provide an even more concrete foundation for a playful education.
A Systematic Design Model for Gamified Learning Environments
Authors: Aldemir Tugce , Ataş Amine Hatun , Celik Berkan
Published: November 2021

This formative research study is an attempt to develop a design model for gamified learning experiences situated in real-life educational contexts. This chapter reports on the overall gamification model with the emphasis on the contexts and their interactions. With this focus, this chapter aims to posit an alternative perspective to existing gamification design praxis in education which mainly focuses on separate game elements, by arguing that designing a gamified learning experience needs a systematic approach with considerations of the interrelated dimensions and their interplays. The study was conducted throughout the 2014-15 academic year, and the data were collected from two separate groups of pre-service teachers through observations and document collections (n=118) and four sets of interviews (n=42). The results showed that gamification design has intertwined components that form a fuzzy design model: GELD. The findings also support the complex and the dynamic nature of gamified learning design, and the need for a more systematic approach to design and development of such experiences.
Teacher-Designed Games
Authors: Liu Yang
Published: November 2021

Video games play an important role in education; however, the idea of teachers as designers of digital classroom games to support student learning has not been widely embraced. The purpose of this study was to gain a deeper understanding of why and how teachers used and designed games in teaching differently with various gaming background. This mixed-method case study involved a group of teachers who used and/or designed games for students. The four unique case groups were grounded in three regions and four school districts in Alberta, Canada. First and second cycle data coding and analyses were used to answer 1) what factors influenced the types of games teachers used and designed in teaching and 2) what factors influenced how and why teachers integrated game-based learning in teaching.
MIDI-AM Model to Identify a Methodology for the Creation of Innovative Educational Digital Games
Authors: Solorzano Alcivar Nayeth Idalid , Elizalde Rios Elizabeth Stefania , Carrera Gallego Diego Alejandro , Park Kim Da Hee , Sornoza Quijije Lissenia Isabel
Published: November 2021

Educational game applications' production considers technical, pedagogical, and aesthetic resources guided by the type of device used, interfaces, and themes. In addition, it considers users' tastes and preferences, trends in society, and the environment. However, no evidence in the recent literature allows developers to identify entire patterns or structures in serious games production. This chapter analyzes university experiences and research related to the design, development, and use of ludic games application for mobile devices' MIDI-AM model series games as tested in local environments. These games are aimed at children in their first years of primary school education. The MIDI-AM model is proposed as a methodology that considers a technical and aesthetic platform to guide serious game applications' production and monitoring. These are suggested as supporting tools for the traditional teaching-learning process.
A Digital Game for Undergraduate Calculus
Authors: Lee Yu-Hao , Dunbar Norah E. , Kornelson Keri , Wilson Scott N. , Ralston Ryan , Savic Milos , Stewart Sepideh , Lennox Emily Ann , Thompson William , Elizondo Javier
Published: November 2021

This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.
Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
Authors: Menon Divya , Romero Margarida
Published: November 2021

Globally, educators are striving to find innovative ways of engaging their learners and ensuring that they accomplish the desired learning outcomes. Among the various game-based learning approaches that have come up in recent years, escape games are being widely used in a variety of learning contexts. As an entertainment activity, these games seem to be popular among players of all ages and backgrounds. This chapter introduces escape games and provides a literature review on their possible benefits and limitations. The game mechanics and learning mechanics that enable these games to be a potentially playful activity for teaching and learning will be discussed. This chapter provides educators and researchers with the required information backed by various studies to consider the integration of educational escape games with their current learning methods.
Game On!
Authors: Bawa Papia
Published: November 2021

Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.
Culture-Based Gamification for Global Education
Authors: Ribeiro Nuno F.
Published: November 2021

This chapter discusses gamification as a viable strategy to deliver tourism and hospitality management curricula effectively at a non-public Western university in Vietnam. This chapter discusses how Western tourism and hospitality curricula, which aim at developing problem-solving skills, independent thinking, and individual initiative in a global marketplace, are at odds with the education system in Vietnam, and proposes specific strategies that can be employed by global educators to bridge this gap. A case-study with upper-level tourism management Vietnamese undergraduates is presented as demonstrative of the benefits of gamification of tourism and hospitality management curriculum delivery. Knowledge of Vietnamese behavioral mores, culture, and language are highlighted as conditions for the successful implementation of gamification efforts in this educational setting. Implications for educational praxis, suggestions and recommendations for best uses, common pitfalls, and directions for future research in light of extant literature are discussed.
Integrating Educational Board Game in Chinese Learning Environment to Enhance Students' Learning Performance and Flow Experience
Authors: Wen Ju May , Lin ChunHung , Liu Eric Zhi Feng
Published: November 2021

Game-based learning is a wide-used learning way in recent years. Many research have showed that educational board games cause a positive effect on students' learning motivation. Therefore, the purpose of this study is to investigate the effect of educational board game on students' Chinese learning performance, flow experience, and learning motivation. Nineteen undergraduate students participated in this study. The outcomes indicated that the integration of educational board game into Chinese learning could maintain and arouse students' learning. Also, the study showed that game-based Chinese learning activities could significantly improve students' learning performance and narrow the learning gap between high-level group students and medium-level group students.
How Could the Use of Game Elements Help Students' Affective and Cognitive Engagement During Game Play?
Authors: Contreras-Espinosa Ruth S. , Gomez Jose Luis Eguia
Published: November 2021

Researchers have posited different types of engagement, distinguishing between behavioral, cognitive, and affective engagement and theoretical frameworks have helped explain the psychological aspects of engagement. However, game researchers should examine all types of engagement using multiple methodologies as a means to understand what students are learning from educational games during game play. Conclusive results require psychological aspects and learning characteristics to be considered, but also require a deeper understanding of the intricate links between learning and game mechanics for engagement. This article presents the findings from a qualitative study with thirty participants that focuses on the importance of affective and cognitive engagement during game play with educational games. To do this, the researchers used Ferran Alsina, a game that would help to develop learning competences of primary education skills. Researchers obtained the experiences of students through a game play session, basic game metrics, think-aloud protocol, observation and focus groups. Results shows that the game provided participants an active participation associated with both affective and cognitive engagement. Without attention to cognition the atuhors risk losing valuable data that relate to a student's learning. Researchers should consider multiple qualitative methodologies and game play experience analysis as student experiences are qualitative.
Story-Telling, Gamification, and Videogames
Authors: Membrive Veronica , Armie Madalina
Published: November 2021

The educational use of gamification in class has been widely explored by research. Theorizations establish a direct relationship between gamification and higher levels of motivation and engagement of students regardless of their educational levels. When teaching English as a second language, gamification becomes a key factor to provide dynamism to lessons and to foster the consolidation of the content taught in class. Moreover, gamification not only promotes the assimilation of vocabulary and grammar, but also the improvement of oral and written comprehension and production. The extensive use of new technologies in class has proved to be very useful for the implementation of the methodology on gamification. One of the tools that has attracted the attention of educators recently is Classcraft, an online virtual game based on digital storytelling. This chapter aims at explaining and assessing the use of Classcraft as a successful technology-based collaborative learning tool in a course on English as a second language at the university level.
Socialisation of Gamification
Authors: Costello Robert
Published: November 2021

This chapter offers an introduction to using gaming technology as a learning tool to improve retention, engagement, and motivation for the learner. We will be exploring how social/community elements are having a direct impact on enhancing positive practices through motivation techniques to challenging the learner's competence through pushing their individual abilities without them getting frustrated all the time.
The Evaluation of Learner Experience in Serious Games
Authors: Shoukry Laila , Konert Johannes , Göbel Stefan
Published: November 2021

In this chapter, the topic of evaluating learner experience in serious games is discussed with respect to four different dimensions: gaming, learning, using and context with a special focus on using multimodal data. After reviewing relevant research fields, the steps involved in a serious games evaluation process is investigated and relevant evaluation studies are reviewed with emphasis on the use of different modalities for recording and assessing in-game interactions. Finally, a theoretical framework (LeGUC) is proposed defining parameters related to the four dimensions discussed which can be observed during evaluation studies of serious games and how they relate to logged in-game interactions. The framework is based on relevant literature as well as a conducted observational user study.
The Perceived Appropriateness of Digital Games From ELL Teachers
Authors: Alshaya Khalifa , Beck Pamela
Published: November 2021

The integration of digital games into learning aligns with society's needs in the 21st century. Although research shows that digital games have numerous benefits for students, such as psychological and language improvements, some teachers are skeptical of using digital games for classroom activities, due to their perceived negative impact. In this study, six ELL teachers in the upper Midwest of the United States were interviewed to examine their perceived appropriateness of digital games in teaching and learning. Findings indicate that the majority of the ELL teachers interviewed perceived serious games in a positive light, while they unanimously agreed that violent digital games could have a negative impact on a child's psychological, emotional, and social life. The teachers highlighted the rate at which children play those games, their violent nature, appropriateness, cyber bulling implication, and the need for an oversight from parents and teachers as reasons why.
Using Gamification Strategies to Cultivate and Measure Professional Educator Dispositions
Authors: Alexander Curby
Published: November 2021

One of the most important outcomes of pre-service teacher education is the transition from assignment-oriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely feedback regarding their progress toward professional educator dispositions. This study investigated the effectiveness of points, timely feedback, and leaderboards on cultivating and measuring specific professional educator dispositions among pre-service teachers. Data was collected in four domains - personal responsibility, intellectual engagement, professional ethics and stewardship, and supportive interactions- where gamification strategies were additively implemented over five semesters. Results from this study indicate gamification strategies, when bundled together to leverage motivating factors such as competition and personalization led to increased gains in the four domains of professional educator dispositions.
Students' Acceptance of Gamification in Higher Education
Authors: Chung Chih-Hung , Shen Chunyi , Qiu Yu-Zhen
Published: November 2021

Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.
Digital Game-Based Learning and Computational Thinking in P-12 Education
Authors: Theodoropoulos Anastasios , Lepouras Georgios
Published: November 2021

The objective of this chapter is to explore the evolution and opportunities of the emerging field of digital games for programming learning, the challenges and tensions that they present, and how educators may be able to collectively advance this work to benefit student learning. This work summarizes previous empirical evidence concerning the positive impacts and outcomes of digital games in computing education, or even impacts that do not let games to spread. Hence, a systematic literature review is carried out in this context to provide a comprehensive overview of works carried out towards incorporating digital games in order to acquire CT skills or learn basic programming concepts within P12 education. The chapter discusses on the range of indicators and measures used in the 44 selected studies, together with methodological limitations and recommendations for further work in this area.
Intersection of Serious Games and Learning Motivation for Medical Education
Authors: Dreimane Santa , Upenieks Reinis
Published: November 2021

Educational scholars are implementing technologies into the educational process. They use virtual reality, simulations, augmented reality and other immersive technologies that provide entertainment and an interesting, immersive environment as well as engage and motivate students. The aim of this research is to understand the scope and the nature of studies where serious games for medical education are prospective research subjects for the development of learning motivation. There are specific research questions that are of interest to the authors: (1) how many studies are devoted to exploring how serious games and simulations develop learning motivation; (2) how many studies are devoted to medical education, especially continuing professional education; and (3) which professional fields are most reflected in the search results, and is interdisciplinary learning observed? To answer the research questions, a systematic analysis of publications was chosen as the research method. Altogether, 132 articles published from January 1, 2014 to December 31, 2018 were selected for the review.
Belonging to Green
Authors: Turhan Tülay Zıvalı , Ayataç Hatice
Published: November 2021

Sarajevo's natural layout is extensively green as it covers large rural and natural areas. The city struggles with an insufficient urban layout in terms of environmental quality. Through a top-down approach, this study investigates the user's perception of ‘green' and examines the environmental attributes of place attachment in the case of Sarajevo. The semi-structured study is based on online surveys with experts and in-depth interviews with residents and applies a reframed model of place attachment which provides both a quantitative and qualitative translation of, among other aspects, environmental factors. Within this framework, the research presents a recap of Sarajevo's environmental experiences and focuses on lessons learned regarding the post-war urban development in the environmental context of the city.
The Participation of Biophilic Design in the Design of the Post-Pandemic Living Space
Authors: Gür Miray , Kaprol Timur
Published: November 2021

During the COVID-19 process, nature has been a place of escape regarding socialization and well-being. The aim of biophilic design, which supports physical and mental health in a fair and accessible way, is to evaluate the interaction with a healthy environment and to develop design proposals in this context. As a method, post-pandemic requirements, behaviors, and spatial scales are examined through a model in terms of biophilic design, and suggestions are made for the new normal by researching biophilic elements. The biophilic design provides the potential to use nature, daylight, air, and vitality as design elements to improve the quality of spaces and support the experiences of societies. Apart from including green spaces and ecosystems in the design, biophilic design can enrich the multisensory and multidimensional experiences both individually and socially by enabling users to participate in this experience. While this approach supports sound, healthy, and safe living spaces, it will also provide for cities to be sustainable and resilient.
Questioning Thresholds Between Natural-Unnatural
Authors: Garip S. Banu , Garip Ervin
Published: November 2021

This chapter discusses the relationship between natural and unnatural in the framework of urban design strategies for sustainability. A descriptive reading is presented through theoretical perspectives and examples of application approaches. The authors' proposals for different cities in Turkey as urban design projects which deal with different problems and potentials in scope of the relations between natural-unnatural are presented. The thresholds and balances between natural-unnatural and urban design strategies for sustainability are discussed within the content of the projects. The key points are elucidated through mentioned examples which are focusing on design approaches, relations, scenarios, and principles.
Testing Models of Data-Driven Reporting in Newspapers for Health Communication
Authors: Sabu Jenitta
Published: November 2021

In the second wave of the novel corona virus pandemic, where misinformation and infodemic are at their peak, data-driven reporting acts as a solution to curb misinformation and infodemic worldwide. Therefore, it is important to analyse the newspaper coverage of the COVID-19 second wave by using models of data-driven reporting in newspapers based on purpose, relationship, data presentation, type, and structure. The objective of this research was to analyse the data-driven reporting of COVID-19 and test models of data-driven reporting in the field of health communication. This research study was based on a quantitative approach, using content analysis research method, and the tool of data collection was secondary. The unstructured sampling technique was taken into consideration which included two English national dailies of India for five consecutive days. Results of this study helped the researcher in analysing data-driven reporting of COVID-19 second wave and testifying these models in the field of health communication.
Shifting Gears
Authors: Shelton Kathleen D.
Published: November 2021

In March 2020, all Ohio school buildings were closed due to the COVID-19 global pandemic, leaving districts in crisis mode to complete the school year. This chapter per the authors details how the specialists in world languages and cultures at the Ohio Department of Education, in collaboration with the Ohio Foreign Language Association, were able to quickly and efficiently initiate virtual support for Ohio language teachers during the Spring 2020 school year, lead a summer professional learning series to prepare teachers for remote and blended learning the following school year, and continue virtually supporting teachers throughout the disruptions of the 2020-2021 school year. Priorities focused on teachers' and learners' social-emotional needs, high-quality and practical instructional resources that made language learning accessible for all, and a professional learning framework that modeled strategies for reimagining language instruction in an in-person, remote, or blended environment.
The Role of Continuous Professional Development Workshops in the Technological-Pedagogical Skills Development of Teacher Trainers
Authors: Fekete Imre , Divéki Rita
Published: November 2021

University instructors' technological-pedagogical knowledge receives much attention in the current professional discourse. This chapter introduces a case study based on a workshop series organised by the members of the language pedagogy department of a Hungarian university for the technological-pedagogical development of the instructors owing to COVID-19-triggered emergency remote teaching. Ten participants took part in the workshops and the study, including the two researcher-participants. Through semi-structured interviews, triangulated with field notes and personal communication, it was found that the members of the department welcomed the workshop series, especially because it was tailored to their needs. The first remote teaching period posed many challenges, but because of the workshops, the instructors felt more secure to experiment with online teaching possibilities and were able to teach higher quality lessons. Participants also reported that the workshop series resulted in feeling a sense of community and that its affordances broadened their technological-pedagogical repertoire.
Motivation in Virtual English Language Classrooms During the COVID-19 Pandemic
Authors: Koç Ebru Melek
Published: November 2021

This chapter aims to investigate the perceptions of English language teachers on motivation in the virtual English language classroom. The participants are 17 English language teachers at elementary and secondary schools. Interview questions were used to collect data, and thematic analysis was conducted to analyse the data. The findings revealed that student motivation in virtual English lessons was lower compared to their motivation in lessons conducted face-to-face. Another finding was that there were various factors that impact student motivation negatively and positively in synchronous English classes such as interaction, inequality, student education environments, and effective use of synchronous virtual classroom platforms.
Obsessive-Compulsive Disorder and Mobile Technology
Authors: Costa Pinto Rita Henriques da
Published: November 2021

Obsessive-compulsive disorder (OCD) is characterized by the presence of persistent and unwanted obsessions, which take the form of intrusive thoughts. These lead to widespread anxiety and/or compulsions which take the form of repetitive acts to relieve anxiety. In 2020, for the author's master's degree final project, she decided to propose the creation of a mobile application for people with OCD, whose main purpose was to reduce the anxiety caused by it. Although mobile applications already exist for the treatment of OCD, it was necessary to fill some gaps and improve them. This chapter will examine the techniques that were applied on the investigation of the author's project—a competitor analysis and an exploratory qualitative research—and understand how they can help to retain some information that is beyond the literature review, and what needs to be retained from them to know which features and functionalities are most useful in an app that aims to support therapeutic intervention in individuals with OCD, as well as possible gaps that could be improved.
Youth-Led Action Research
Authors: Palmer Jane Ellen , Rucker Jessica A. , Negrón Vanessa A. , Harrison Amanda M. , Debebe Kefai , Lawrence Camille
Published: November 2021

In this chapter, the authors provide a case study and autoethnographic account of a youth-led, social justice-oriented, community-based participatory action research (CBPAR) project in Washington, DC. After providing background of action research, university-community partnerships, and the context of the partnership, the authors describe the three phases of the collaborative project that took place from Fall 2019 to Spring 2021. During this time, in the midst of a global pandemic, high school and college students, with support from teachers, implemented a mixed methods CBPAR project on making Black Lives Matter in schools. This chapter describes the steps taken and the lessons learned, with the intent of assisting the reader in potentially implementing something similar in their community or at their university.
Utilizing Qualitative Research Methods in Doctoral Programs to Enhance the Importance of Social Justice in Educational Leadership
Authors: Stewart Tricia J. , Caruso Jr. John , Hellman Lesley Anne
Published: November 2021

The Doctor of Education (Ed.D.) degree prepares individuals in research and professional practice in education. In the case of Doctor of Education programs that have a focus on leadership, candidates are expected to act as agents of educational and social change. This chapter turns a critical lens to educational leadership programs in two states, Connecticut and Ohio, in order to better understand the current state of qualitative research and social justice within Doctor of Education programs. Additionally, mission, visions, and educational websites were examined to assess the range of experiences around social justice offered in educational leadership programs. This work also explores the literature on qualitative research methods as a form of inquiry and the history and evolution of qualitative methods that makes this research paradigm a good fit for social justice research and activities within educational leadership programs. Lastly, it illustrates practical approaches to embedding social justice in qualitative research courses.
Anti-Racist and Intersectional Approaches in Social Science and Community-Based Research
Authors: Palmer Jane E. , Morgan Justin Winston , Hinojosa Sofia , Olomi Julie M. , Ayala Leonard , Rosay Andre B.
Published: November 2021

Data are not objective, despite the reliance on data for “evidence-based” policy and practice. In this chapter, the authors offer a critical examination of the historical and present day context of racism and oppressive practices in research methods. The authors highlight how racism and oppression manifest at every stage of the research process: from initial conception of the research question to how data is collected, analyzed, and shared. This chapter offers concrete recommendations and solutions for researchers seeking to integrate anti-racist and intersectional approaches into their social science and community-based research.
Displacement and Trauma
Authors: Shohel M. Mahruf C. , Ashrafuzzaman Md. , Azim Farhan , Akter Tahmina , Tanny Shamima Ferdous
Published: November 2021

Rohingya children have become victims of mass displacement, with some of them being internally or externally displaced because of long-standing violence and prejudice in their own country. Currently, a substantial number of them are residing in refugee camps in Bangladesh. They lost all their rights, including the right to retain their native country's nationality. Their basic human rights are violated when they become stateless refugees in the era of the Sustainable Development Goals (SDGs), which emphasize equality, equity, and social justice. Rohingya children in refugee camps face adversity and have limited access to informal education and health services. Due to a lack of nutritious food, healthcare services, medicines, and basic sanitation, the health conditions for some of them are exceedingly poor. Children, particularly young girls, are vulnerable to gender-based violence, child marriage, and human trafficking, both for sex and manual labor. This chapter investigates the childhood experiences of displaced Rohingya children living in Bangladeshi refugee camps.
Instant Messaging and Other Mobile Technologies to Subvert Voice Dispossession Among Underrepresented Online Doctoral Students
Authors: Johnson Connie , Obee Jenna , Sambasivam Samuel , Sloan Amy , Throne Robin
Published: November 2021

Current research trends, insights, and recommendations for use of mobile technologies in the advent of 5G technologies continue as technologies are adopted and employed within online learning environments. This chapter considers the higher education literature specific to the synchronous communications available via ubiquitous mobile devices and the pedagogical implications these mobile technologies create in the context of online doctoral education. Mobile instant messaging, mobile learning, and other mobile applications are considered to foster engagement of both doctoral faculty and doctoral students. While these mobile technologies may foster engagement and disrupt voice dispossession among underrepresented doctoral students, the research into this specific demographic and the social-relational aspects of synchronous communications within mobile learning remains limited. Continued research into the use of synchronous communications for underrepresented online doctoral students to prevent attributional accommodation and nonuse is needed.
Social Justice Research Within the Appalachian Higher Education LGBTQ Community
Authors: Blevins-Frazier Bobbie
Published: November 2021

U.S. college campuses are becoming more diverse regarding color, religion, gender identity, and sexual orientation. Much of the past research has focused on the multitude of struggles and hurdles Lesbian, Gay, Bisexual, and Transgender (LGBTQ) students face. This review of the research has shown what these minority students face daily and are beneficial in understanding the cultural impacts on the growth and development of LGBTQ students. Additional research is needed to further consider the effects of higher education facilities for students and educators. Extensive research concerning LGBTQ students' treatment in rural areas is needed, specifically for Appalachian LGBTQ students, as many gaps still require research to solve various issues.
A Study Determining the Health Literacy Levels of Young Adults During COVID-19
Authors: Ceylan Apaydın Sebnem , Apaydın Cengiz
Published: November 2021

COVID-19 caused a massive quarantine around the world and also raised the need for individuals to obtain accurate information about their health. Health-related information that exists on the internet can be similar to misinformation, and this can confuse people and create fear and anxiety. Health literacy, defined as motivation with cognitive and social skills to obtain accurate information about health, understand and use the information to protect the health of individuals, is important in this context, especially as the COVID-19 pandemic period has demonstrated the importance of the ability to use digital communication tools. In this study, a survey was undertaken using field research methodology. The sample was a group of 407 people studying at Sakarya University, Selcuk University, and Konya Technical University. As a result of the research, it was determined that the general health literacy of the young adult group studying in the field of social sciences at the university was of a sufficient standard.
The Relationship Between Digital Literacy and Cyberchondria
Authors: Kırık Ali Murat , Çetinkaya Ahmet
Published: November 2021

Cyberchondria refers to the state of performing repeated and excessive health-related searches on the internet leading to elevated levels of distress or health anxiety. It may have unpleasant consequences such as heightened anxiety, overwhelming information load, and troubled patient-physician relationship. To overcome the negative effects of cyberchondria, several strategies were suggested in the literature. In this chapter, enhancing digital and health literacy skills is presented as an important approach for tackling with undesirable effects of excessive health-related internet use. Basic dimensions of digital literacy are pointed out, as well as digital literacy skills. Health literacy is defined and reviewed in digital literacy framework. E-health literacy is associated with digital literacy. Searching the internet for medical information would deliver its true value through improved digital and health literacy skills. Individuals would accurately evaluate online health information, properly interpret the search results, and take the reasonable steps in applying the acquired knowledge.
Role of Information Technology and Its Perspectives in Research and Development of Economy
Authors: Yadav Bhawna , R. Alfonso Anna Liza
Published: November 2021

Technology is widely acknowledged in economics as the primary source of economic development. Technological advancement enables more efficient production with more and superior products and services, which is essential for development. Technology encompasses a vast body of knowledge and instruments that make it easier to make efficient and creative use of economic resources to generate goods and services. Technological advancement is necessary for economic growth and development, and the more sophisticated the technology, the faster the local and global economies may improve. Globalization further fueled and results in increased importance of social and economic analysis and also necessitates coordinated development efforts using technology.
Protection and Promotion of Intellectual Property Rights (IPR) for Economic Competitiveness and Growth
Authors: Kumar Puneet , A. Al-Ausi Abdul Sattar
Published: November 2021

The intellectual property they possess of an innovative technological invention that they have created is the only thing that matters to certain small businesses. IPR has genuinely grown as an “intellectual currency,” aiding in the advancement of global economic development, corporate prosperity, and creativity. In many fields of technology, intelligence, and culture, governments around the world are searching for ways to develop their economies, assist their people, and create national capabilities. This chapter discusses and describes the importance of intellectual property (IP) rights in achieving these vital objectives. This chapter will also offer an empirical summary of how a successful intellectual property rights regime can support or impede economic growth (IPRS).
Sustainable Gig Economy Finance Towards GDP Growth of India Through “Aatmanirbhar Bharat”
Authors: Mahapatra Durga Madhab , Ranjan Shiv , Baral Sukanta Kumar
Published: November 2021

In recent years, India has become the world's fastest-growing major economy. Its development has been fuelled mostly by the services sector, which accounts for over 55% of GDP, as contrasting to the industrial sector, which has remained stable at roughly 16%. To facilitate ‘Aatmanirbhar Bharat', the government has brought in the product-linked incentive (PLI) scheme to encourage several sectors to increase their local manufacturing and supply chain base, among other things, to help India become self-reliant for high end products. These efforts will aid in the creation of jobs, the alleviation of stressed sectors, the assurance of liquidity, the boost of manufacturing, the energization of the real estate industry, and the assistance of farmers. The chapter aims to evaluate the Balance of Payment of India as structural growth country wise and sector wise growth of FDI in India as well as the ‘Aaatmanirbhar Bharat' status and stimulus packages, which have been announced for sustainable growth of GDP during this pandemic situation.
Cognitive Science of Tourism Experiences
Authors: Scott Noel , Campos Ana Claudia
Published: November 2021

While other disciplinary approaches such as sociology and anthropology are important, this chapter introduces a cognitivist psychology approach to experience research. Such theoretical discussion may seem of little practical use, but the chapter argues that it is fundamental to understanding how and why experiences are created. The chapter applies theory and concepts from cognitive science (cognitive psychology and neuroscience) in the study of tourism experiences. This provides a different psychological paradigm to the behavioural approach currently in use in much research. The chapter describes the scope of cognitive psychology and neuroscience, its main concepts of cognitive psychology (perception, attention, emotion, memory, consciousness, learning), and their neuronal basis (neuroscience). These concepts are then applied in three topic areas related to tourism experiences: decision making, emotion, and attention. Several applications to tourism experience research are noted. Finally, the chapter discusses the way cognitive psychology concepts can be used in tourism research.