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Now showing items 71-80 of 86
Mining through maths: Minecraft play and mathematical problem solving
(Institute of Art, Design and Technology, 2016)
Given the history of the importance of play, it would seem that video games, particularly sandbox games such as Minecraft may have educational potential for the development of mathematical problem solving skills. In this ...
The correlation between gender and the level of Twitter reaction in high-performance sport
(2021)
The social media platform Twitter is used by fans, sporting organisations and sports media to provide updates on the results of sporting events in real time. This study explores if there are gender differences in reactions ...
Digital transformation in the workplace: the impact on frontline employees and line managers
(2020)
As organisations embark on digital transformation (DT) strategies to improve customer service, employee propensity to adopt technology will be critical to its success. The purpose of this paper is to explore acceptance ...
Impacts of sensationalised media articles on internet-specific parental self-efficacy
(2019)
Informed by research linking high levels of parental self-efficacy to positive parenting practices, and acknowledging scholarly concerns on ‘moral panics’, this paper extends studies on Internet-Specific Parental Self-Efficacy ...
Private or public profile: Exploring the links between privacy status and trust on Instagram
(2020)
There were an estimated 2.95 billion social media users in 2019 (Clement, 2020) and every user has at least one user profile. User profiles are important as an extended core self into the online world and they also contain ...
Public Wi-Fi and risk: Are individual differences associated with the decision to connect?
(2016)
Public Wi-Fi is ubiquitous yet despite awareness campaigns highlighting risks associated with its use there is limited understanding as to whether individual differences explain the decision to connect. This study used an ...
Utilitarian and hedonic motivations and social influence of gamified fitness applications
(Institute of Art, Design and Technology, 2016)
The current research used an extended Technology Acceptance Model (TAM) in conjunction with social influence to understand utilitarian and hedonic motivations of gamified applications used to record and improve fitness ...
An exploration of social comparison on Instagram
(2019)
Social comparison is a common side effect of Instagram use and the literature points to comparisons as the source of considerable negative effect for Instagram users. However contradictory findings suggested that social ...
All or nothing: The influence of hyperactivity and inattention on perceived flow engagement and time distortion during video game play
(2021)
ADHD has long been associated with negative aspects of daily functioning, and few investigations have investigated the potentially positive aspects of the neurological condition. However, studies suggest individuals with ...
The psychological impact of social proofing and persuasive tools used on online shoppers
(2020)
Social proofing and persuasive tools are used across many eCommerce websites and apps to persuade the online shopper into purchasing. This research asked if social proofing tools have an effect on emotions during a purchasing ...