As the use of electronic textbooks continues to expand and we approach the point where dominance of digital over print is becoming increasingly inevitable (Reynolds, 2011), research is needed to understand how students accept and use the technology. This is especially critical as we begin to explore the electronic format for required textbooks in higher education. The current study evaluates university students' experiences with electronic textbooks (e-textbooks) during a pilot project with two textbook publishers, Flat World Knowledge (FWK) and Nelson Education (Nelson). Using the Technology Acceptance Model (TAM) as a framework, we examine the perceived ease of use and perceived usefulness of the technology. While previous research suggests that students have a general preference for textbooks in print rather than electronic format (Allen, 2009;Parsons, 2014;Woody, et al., 2010), our study suggests that preference may not dictate the likelihood that students will seek out and use print options. Our study also indicated that student experience with the open/affordable textbook (FWK) was very comparable to that of the high cost commercial text (Nelson). Despite overall positive reviews for the etextbooks across both platforms, students experienced a drop in enthusiasm for e-textbooks from the beginning to the end of the pilot.
This article argues for the position that libraries should develop, host, and encourage the community-creation of location-based games. While Pokémon Go has demonstrated that there is a sizable population ready to go outside to play, it also has left the impression that outdoor games require expensive mobile app-development. But very simple location-specific games can be designed by libraries that can help their community directly experience local sources of underappreciated spaces of natural beauty, help them discover overlooked historical places and their stories, and encourage them to stumble upon local art embedded in the landscape. Rather than only provide online escape rooms for those who may already feel confined by pandemic-related public health restrictions, libraries can create positive mental-health interventions that can also create the potential for a deeper connection between its readers and with where they live through site-specific games. This paper will provide examples of web-based and analog location-based games including a prototype developed by the author.
This paper is based on a presentation I gave at the Access Conference in Toronto, Ontario on September 10th, 2015. Both the presentation and this paper are explorations in three parts. The first part is a short history lesson on the use of paper cards by scholars and librarians, which led to the introduction of the "Scholar's Box." The second part asks the question: Can we consider Zotero as the Scholar's Box of the digital age when it cannot capture important metadata such as Linked Open Data? It is recognized that this is not just a shortcoming of Zotero: research is surprisingly still very difficult to share between scholars, libraries, and writing tools. This is due to an inability to capture the "invisible text" when we copy and paste citations from one application to another. The third part establishes that the digital card is now the dominant design pattern of web and mobile, and notes that these systems are largely restricted to proprietary platforms, which restricts the movement of cards between systems. This paper then suggests how we might transform the historical Scholar's Box, by using HTML5 index cards from Cardstack.io as a means to bring new forms of sharing on the web, and, in doing so, reconnect the scholar to the library.
Figure 1 Map showing major areas of agriculture and managed forests in Australia 298 2 Some land surface evolution sequences (diagrammatic) 303 3 Central Australian landscape (diagrammatic) 304 4 A typical sequence of land systems in the
In the beginning (of bibliometrics), citation counts of academic research were generated to be used in annual calculations to express a research journal’s impact. Now those same citation counts make up a social graph of scholarly communication that is used to measure the research strengths of authors, the hotness of their papers, the topic prominence of their disciplines, and assess the strength of the institutions where they are employed. More troubling, the publishers of this emerging social graph are in the process of enclosing scholarship by trying to exclude the infrastructure of libraries and other independent, non-profit organizations invested in research. This paper will outline efforts currently being employed by scholarly communication librarians using platforms built by organizations such as Our Research’s UnPaywall and Wikimedia’s Wikidata Project so that the commons of scholarship can remain open. Strategies will be shared so that researchers can adapt their workflows so that they might allow their work to be copied, shared, and be found by readers widely across the commons. Scholars will be asked to make good choices.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.