Background Peer workers or “peers” (workers with past or present drug use experience) are at the forefront of overdose response initiatives, and their role is essential in creating safe spaces for people who use drugs (PWUD). Working in overdose response settings has benefits for peer workers but is also stressful, with lasting emotional and mental health effects. Yet, little is known about the stressors peer workers face and what interventions can be implemented to support them in their roles. Methods This project used a community-based sequential mixed-methods research design. Eight peer researcher-led focus groups (n = 31) were conducted between November 2018 and March 2019 to assess needs of peer workers. The transcripts were thematically coded and analysed using interpretative description. These results informed a survey, which was conducted (n = 50) in September 2019 to acquire quantitative data on peer workers’ perception of health, quality of life, working conditions and stressors. Frequency distributions were used to describe characteristics of participants. X2 distribution values with Yates correction were conducted to check for association between variables. Results Five themes emerged from the focus groups that point to stressors felt by peer workers: (1) financial insecurity; (2) lack of respect and recognition at work; (3) housing challenges; (4) inability to access and/or refer individuals to resources; and (5) constant exposure to death and trauma. Consistent with this, the factors that survey participants picked as one of their “top three stressors” included financial situation, work situation, and housing challenges. Conclusion Peer workers are faced with a diversity of stressors in their lives which often reflect societal stigmatization of drug use. Recognition of these systemic stressors is critical in designing interventions to ease the emotional, physical and financial burden faced by peer workers.
Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.
Purpose The purpose of this paper is to understand the career development and employability needs of undergraduate information technology (IT) students at an Australian University, and their relation to students’ career interest. While many factors and stakeholders contribute to student career development, this study focused specifically on the student experience. Social cognitive career theory (SCCT) is used as an approach to understand the students’ needs of career development and employability. Design/methodology/approach An online survey was completed by 126 IT students to record information about students’ career development and employability background and needs. Findings The results demonstrate that SCCT helps understand the factors that impact on IT students’ career development, with their outcome expectations and self-efficacy informed by prior studies in IT and their need for access to “IT professionals” to contribute towards their career interest. In addition, IT students rely on academic achievement and experiential learning, rather than career resources, to guide their career development and employability. Research limitations/implications The data collected in this study are limited to one discipline (IT) at one university, which necessarily limits the generalisability of the specific results. Practical implications Career development is a complex, life-stage-dependant and discipline-specific process that varies for every decision maker. This research makes an important contribution in presenting the IT student experience and demonstrates how an appropriate career development model can help understand students’ needs. This outcome will help educators better support IT students to build the career interest. Originality/value This study explored the often-overlooked student experience of career development, providing valuable insight into IT students’ needs.
Blended learning is often viewed as a teaching mode that integrates a combination of online interactive activities with face-to-face learnings. This includes a mixture of different types of teaching and learning techniques, and Information and Communication Technologies (ICT) tools. In this study, we undertook an experiment to ascertain what constituted a practitionerbased approach to team-teaching for blended learning. The experiment occurred during one teaching period (11 weeks) at an Australian University where the classroom teaching experience was accessed by students and teachers across different geographical locations, using ICT. During the experiment, we completed individual and collaborative reflections, utilised an online survey to elicit students' perceptions about our team-teaching practice and critiqued the literature on blended learning. Qualitative analysis was conducted for each data source, revealing several key themes, which were: (1) skills, (2) student, team-teaching and teacher roles and (3) the role of ICT. This study explored these themes in detail, showing that when using ICT, specific communication processes build student and teachers' confidence as well as facilitating trust between those involved in providing a blended classroom experience. This in turn, contributes to the flexible use of ICT tools, offering opportunities for teacher and students to participate in variety of class roles, interacting via online, face-to-face or blended methods. Overall we found that to assist with setting-up and facilitating teachteaching for blended learning, it was important to provide role clarity, an agreed-to approach for classroom communications and purposeful integration of ICT for the teaching team and students when failure occurred. KEYWORDS Team-teaching; blended learning; mixed methods; information and communication technology; scholarship of teaching and learning What constitutes a practitioner-based approach to team-teaching for blended learning? Context of the study Students participated in eleven multi-locational classroom learning experiences (via different oncampus locations as well as online learning situations for face-to-face lectures that allowed 'live'
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