語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Using diffusion of innovations to ex...
~
Robertson, Michael James.
FindBook
Google Book
Amazon
博客來
Using diffusion of innovations to explore digital gaming in undergraduate library instruction.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Using diffusion of innovations to explore digital gaming in undergraduate library instruction./
作者:
Robertson, Michael James.
面頁冊數:
198 p.
附註:
Source: Dissertation Abstracts International, Volume: 70-12, Section: A, page: 4501.
Contained By:
Dissertation Abstracts International70-12A.
標題:
Library Science. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3385808
ISBN:
9781109510232
Using diffusion of innovations to explore digital gaming in undergraduate library instruction.
Robertson, Michael James.
Using diffusion of innovations to explore digital gaming in undergraduate library instruction.
- 198 p.
Source: Dissertation Abstracts International, Volume: 70-12, Section: A, page: 4501.
Thesis (Ph.D.)--University of North Texas, 2009.
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions.
ISBN: 9781109510232Subjects--Topical Terms:
881164
Library Science.
Using diffusion of innovations to explore digital gaming in undergraduate library instruction.
LDR
:03379nam 2200337 4500
001
1402126
005
20111028105729.5
008
130515s2009 ||||||||||||||||| ||eng d
020
$a
9781109510232
035
$a
(UMI)AAI3385808
035
$a
AAI3385808
040
$a
UMI
$c
UMI
100
1
$a
Robertson, Michael James.
$3
1681284
245
1 0
$a
Using diffusion of innovations to explore digital gaming in undergraduate library instruction.
300
$a
198 p.
500
$a
Source: Dissertation Abstracts International, Volume: 70-12, Section: A, page: 4501.
500
$a
Advisers: James G. Jones; Brian C. O'Connor.
502
$a
Thesis (Ph.D.)--University of North Texas, 2009.
520
$a
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions.
520
$a
In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses.
520
$a
Rogers' diffusion of innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: (1) rank-sum scaling; (2) circular triad analysis; and (3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred.
520
$a
Major outcomes were (1) the digital game delivery method achieved mediocre preference across both questions; (2) the audiovisual delivery method received the highest overall preference ranking; and (3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting technology adoption appears warranted, since the more innovative digital game delivery method achieved mediocre overall preference.
590
$a
School code: 0158.
650
4
$a
Library Science.
$3
881164
650
4
$a
Education, Technology of.
$3
1018012
650
4
$a
Information Science.
$3
1017528
690
$a
0399
690
$a
0710
690
$a
0723
710
2
$a
University of North Texas.
$3
1017396
773
0
$t
Dissertation Abstracts International
$g
70-12A.
790
1 0
$a
Jones, James G.,
$e
advisor
790
1 0
$a
O'Connor, Brian C.,
$e
advisor
790
$a
0158
791
$a
Ph.D.
792
$a
2009
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3385808
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9165265
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入