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Design strategies and dyslexia: Improving the accessibility of course material for third-level students with dyslexia
(2015)
This thesis examines the challenges faced by third-level students with dyslexia when reading course material by drawing on information obtained directly from students through one-to-one semi-structured interviews. By ...
Violent app games and the general learning model: Arousal, affect and access to aggressive thoughts
(2015)
Previous research has shown that violent video gameplay can lead to increased violent behaviour and/ or decreased prosocial behaviour due to changes in access to aggressive thoughts, affect and arousal (Anderson, Camagey ...
Adolescents' response to parental Facebook friend requests: The comparative influence of privacy management, parent-child relational quality, attitude and peer influence
(2015)
As adolescents increasingly use smartphones to access the Internet, parental ability to monitor their online activities diminishes. An established surveillance technique ls for parents to 'friend' their adolescent children ...
What motivates a ninja? An exploration of students’ CoderDojo experience
(2015)
While previous studies have indicated that learning through digital game-play is highly motivating, young people’s motivation to create their own digital artefacts has received less attention. In particular, few studies ...
Psychosocial impact of smart-technology use in acute rehabilitation
(2015)
Assistive Technology may play a critical role in the rehabilitation of persons with acquired spinal cord injury. Smart-technologies, i.e. Internet enabled mobile technologies, are contemporary forms of assistive technology, ...
Bord na Mona - A case study: The challenges of embedding an eco-entrepreneurial ethos
(2015)
This study is concerned with the emerging concept of ecological entrepreneurship, whereby a business is operated in an economically, environmentally and socially sustainable fashion. This research explores the relevance ...
Smartphone usage and dependency in urban and rural Irish adults
(2015)
The aim of the current study was to determine age and gender differences in smartphone usage and dependency in urban and rural Irish settings as dependency on smartphone technology has become a global issue. 250 Irish ...
Using structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychology
(2015)
Introduction: Modern day video games are made up of a variety of structural video game characteristics and engage video gamers in such a way that they experience a variety of positive and negative psychological effects. ...
Cybertrends an exploratory study of who and why?
(Institute of Art, Design and Technology, 2015)
Social Networking Research is in the limelight across the media world, it's not surprising with 74% of internet users having an active account on Social Networking Sites such as Facebook. This study explores personality ...
The potential of the iScoil online learning model as an alternative educational programme for young early school leavers
(2015)
Disengaging from mainstream education is a complex issue with wide reaching consequences for individuals, society and the economy. There is growing recognition of the scale of the challenge presented by Early School Leaving ...