<p class="BODYTEXT">Social media is increasingly becoming an essential platform for social connectivity in our daily lives. The availability of mobile technology has further fueled its importance – making it a ubiquitous tool for social interaction. An emerging mode of learning is the mobile social media learning where social media is used in the mobile learning mode. However, limited studies have been conducted to investigate roles of social participation in this field. Thus, the study investigates roles of social participation in mobile social media learning using the “ladder of participation and mastering”. Participants were students taking an educational technology course in a local university. The study was conducted in a four-month period. Data was collected from discussions while learning among the students using one of the mobile social media platforms, Facebook groups. The data was analyzed using a social network analysis tool, NodeXL. Data was analyzed based on egocentric networks, betweeness centrality, and closeness centrality. The findings revealed that there are four roles of social participation in mobile social media, which are: (i) lurkers; (ii) gradually mastering members/passive members; (iii) recognized members; and (iv) coaches. The findings also indicated that over the course of four months, learners can inter-change roles of social participation – becoming more central or less central in learning discussions. As a result, a <em>roles of social participation</em> scale for mobile social media learning is proposed. Future research could be conducted in other fields to investigate whether mobile social media could be used to promote learning. </p>
Background: People who are homeless experience poorer health outcomes, and challenges accessing healthcare contribute to the experienced health inequality. There has been an expansion in using technology to promote health and wellbeing and technology has the potential to enable people who are socially excluded, including those who are homeless, to be able to access health services. However, little research has been undertaken to explore how technology is used to promote health and wellbeing for those who are homeless. This review aims to address the questions: ‘what mobile health (mHealth) related technology is used by homeless populations’ and ‘what is the health impact of mobile technology for homeless populations’? Methods: An integrative review methodology was employed. A systematic search of electronic databases was carried out between 4 January 2021 and 30 April 2021, searching for papers published between 2015 and 2021, which yielded 2113 hits, relevant papers were selected using specified inclusion and exclusion criteria reported using the Preferred Reporting Items for Systematic reviews and Meta-Analysis. The quality assessment of each paper included in the review was undertaken using the Mixed Methods Appraisal Tool. Results: Seventeen papers were selected for review and thematic analysis identified four themes: technology ownership, barriers to use, connectivity and health benefits. Conclusion: It is evident that technology has the potential to support the health and wellbeing of individuals who are homeless; however, there are challenges regarding connectivity to the internet, as well as issues of trust in who has access to personal data and how they are used. Further research is needed to explore the use of health technology with people who are homeless to address these challenges.
This study examined the perceived parenting styles as predictors of Internet addiction in adolescence. The participants of the study were a total of 419 high school students including 238 girl and 181 boy students whose mean age was 16.5. Personal information form, "Internet Addiction Test" and "Perceived Parenting Style Scale" was used for the collection of research data. In data analysis, techniques of t test, F-test, simple correlation, and regression analysis was utilized. The results revealed that perceived parenting style varies significantly depending on Internet addiction level. Adolescents with partial Internet addiction perceived more democratic their parenting style than non-addictive adolescents; while adolescents with partial symptoms and pathological Internet addicts have perceived their parents more protective-demanding and authoritarian compared to nonaddictive adolescents. Moreover, Internet addiction level differs according to gender of adolescence that male adolescents were found to suffer more from problematic Internet addiction than girls. Based on the findings, implication was discussed.
Background Fatigue is one of the most common and debilitating symptoms of multiple sclerosis (MS) and is the main reason why people with MS stop working early. The MS Society in the United Kingdom funded a randomized controlled trial of FACETS —a face-to-face group-based fatigue management program for people with multiple sclerosis (pwMS)—developed by members of the research team. Given the favorable trial results and to help with implementation, the MS Society supported the design and printing of the FACETS manual and materials and the national delivery of FACETS training courses (designed by the research team) for health care professionals (HCPs). By 2015 more than 1500 pwMS had received the FACETS program, but it is not available in all areas and a face-to-face format may not be suitable for, or appeal to, everyone. For these reasons, the MS Society funded a consultation to explore an alternative Web-based model of service delivery. Objective The aim of this study was to gather views about a Web-based model of service delivery from HCPs who had delivered FACETS and from pwMS who had attended FACETS. Methods Telephone consultations were undertaken with FACETS-trained HCPs who had experience of delivering FACETS ( n=8 ). Three face-to-face consultation groups were held with pwMS who had attended the FACETS program: London (n=4), Liverpool (n=4), and Bristol (n=7). The interviews and consultation groups were digitally recorded and transcribed. A thematic analysis was undertaken to identify key themes. Toward the end of the study, a roundtable meeting was held to discuss outcomes from the consultation with representatives from the MS Society, HCPs, and pwMS. Results Key challenges and opportunities of designing and delivering an integrated Web-based version of FACETS and maintaining user engagement were identified across 7 themes (delivery, online delivery, design, group, engagement, interactivity, and HCP relationships). Particularly of interest were themes related to replicating the group dynamics and the lack of high-quality solutions that would support the FACETS’ weekly homework tasks and symptom monitoring and management. Conclusions A minimum viable Web-based version of FACETS was suggested as the best starting point for a phased implementation, enabling a solution that could then be added to over time. It was also proposed that a separate study should look to create a free stand-alone digital toolkit focusing on the homework elements of FACETS. This study has commenced with a first version of the toolkit in development involving pwMS throughout the design and build stages to ensure a user-centered solution.
Abstract. Digital Addiction (DA) is an emerging behavioural phenomenon that denotes an obsessive and problematic usage of digital media. Such usage could meet various criteria of an addictive behaviour such as salience, conflict, tolerance and withdrawal symptoms and, hence, it would raise new challenges and ethical considerations on the way we engineer software. Luckily, software as a medium for such addictive usage could be also a medium for enacting a behaviour change and prevention strategy towards a regulated usage. However, due to the recentness of such software-based interventions, we still need a body of knowledge on how to develop them. In this paper, we conduct empirical research, through a diary study and an online forum content analysis, to understand users' perception of such emerging systems. The results shed the light on a range of design aspects and risks when building and validating such persuasive intervention technology.Keywords: Digital Addiction, e-Heath design, design for behavioural change. IntroductionThe wealth of information and digital connectivity is a characteristic of a modern society but its excessive and obsessive use may result in a less sustainable society and create social and mental well-being problems. The consequences of such Digital Addiction (hereafter DA) on individuals and collectively, include poor academic performance, reduced social and recreational activities, relationships breakups, low involvement in real-life communities, poor parenting, depression and lack of sleep [1,2,3]. DA manifests psychological characteristics and along with dependency, the user can experience withdrawal symptoms (e.g. depression, cravings, insomnia, and irritability). Estimates of DA vary according to country and according to the definition of DA and the metrics used to measure it in the studies. Such estimates of internet addiction suggest that 6%-15% of the general population test positive on signs of addiction; this figure rises to 13-18% among university students who have been identified as most at risk for DA [4]; at 18.3% UK has a relatively high prevalence of DA amongst university students [5]. The existing literature on DA has focused mainly on users' psychology. There is a paucity of research that positions software and its developers as primary actors in the development of DA. A notable exceptions are the research in [6,7] which advocates that by developing DA-aware architecture and design, software developers can minimise addictive usage and thereby prevent or intervene early with DA. Software developers, together with users, can use inputs from technology and psychology to create DA-aware software and facilitate a healthy use of digital technology.Technology-assisted behaviour change is an emerging topic and we are witnessing an increase in its adoption in several domains and for different addictive and problematic behaviours. For example, online intervention is being used for alcohol addiction and encouraging a responsible drinking [8]. Also, the advances in information techno...
System of Systems (SoS) is a term often used to describe the coming together of independent systems, collaborating to achieve a new or higher purpose. However, clarity is needed when using this term given that operational areas may be unfamiliar with the terminology. In this paper, we present an approach for refining System and SoS descriptions to aid multistakeholder communication and understanding; building on previous work, we illustrate an example of characterising a likely SoS. By identifying key stakeholders, systems, management and control, this approach supports the initial steps of a SoS security risk assessment approach using a tool-supported framework that supports operational needs towards requirements engineering.
Abstract-The term System of Systems (SoS) is often used to classify an arrangement of independent and interdependent systems delivering unique capabilities. There appear to be many examples of SoSs, but the term has become a source of confusion. While many approaches have been proposed for engineering SoSs, there are few illustrative examples demonstrating their initial classification and resulting SoS structure. This paper presents an approach for framing a candidate SoS using the Afghan Mission Network defined as an Acknowledged SoS, and presents issues associated with SoSs stakeholders, human factors and interoperability considerations resulting from such an approach.
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