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Smoothing the information seeking path: Removing representational obstacles in the middle-school digital library.
Date: 2002-05
Creator: Abbas, June M.
Description: Middle school student's interaction within a digital library is explored. Issues of interface features used, obstacles encountered, search strategies and search techniques used, and representation obstacles are examined. A mechanism for evaluating user's descriptors is tested and effects of augmenting the system's resource descriptions with these descriptors on retrieval is explored. Transaction log data analysis (TLA) was used, with external corroborating achievement data provided by teachers. Analysis was conducted using quantitative and qualitative methods. Coding schemes for the failure analysis, search strategies and techniques analysis, as well as extent of match analysis between terms in student's questions and their search terms, and extent of match analysis between search terms and controlled vocabulary were developed. There are five chapters with twelve supporting appendixes. Chapter One presents an introduction to the problem and reviews the pilot study. Chapter Two presents the literature review and theoretical basis for the study. Chapter Three describes the research questions, hypotheses and methods. Chapter Four presents findings. Chapter Five presents a summary of the findings and their support of the hypotheses. Unanticipated findings, limitations, speculations, and areas of further research are indicated. Findings indicate that middle school users interact with the system in various sequences of patterns. User groups' interactions and scaffold use are influenced by the teacher's objectives for using the ADL. Users preferred to use single word searches over Boolean, phrase or natural language searches. Users tended to use a strategy of repeating the same exact search, instead of using the advanced scaffolds. A high percent of users attempted at least one search that included spelling or typographical errors, punctuation, or sequentially repeated searches. Search terms matched the DQ's in some instantiation 54% of all searches. Terms used by the system to represent the resources do not adequately represent the user groups' information needs, however, using student generated keywords to augment resource descriptions can have a positive effect on retrieval.
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An exploratory study of factors that influence student user success in an academic digital library.
Date: 2007-12
Creator: Rahman, Faizur
Description: The complex nature of digital libraries calls for appropriate models to study user success. Calls have been made to incorporate into these models factors that capture the interplay between people, organizations, and technology. In order to address this, two research questions were formulated: (1) To what extent does the comprehensive digital library user success model (DLUS), based on a combination of the EUCS and flow models, describe overall user success in a prototype digital library environment; and (2) To what extent does a combined model of DeLone & McLean's reformulated information system success model and comprehensive digital library user success model (DLUS) explain digital library user success in a prototype digital library environment? Participants were asked to complete an online survey questionnaire. A total of 160 completed and useable questionnaires were obtained. Data analyses through exploratory and confirmatory factor analyses and structural equation modeling produced results that support the two models. However, some relationships between latent variables hypothesized in the model were not confirmed. A modified version of the proposed comprehensive plus user success model in a digital library environment was tested and supported through model fit statistics. This model was recommended as a possible alternative model of user success. The dissertation also makes a number of recommendations for future research.
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Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction
Date: 2009-08
Creator: Robertson, Michael James
Description: Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses. Rogers' Diffusion of Innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: 1) rank-sum scaling; 2) circular triad analysis; and 3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred. Major outcomes were 1) the digital game delivery method achieved mediocre preference across both questions; 2) the audiovisual delivery method received the highest overall preference ranking; and 3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting technology adoption appears warranted, since the more innovative digital game delivery method achieved mediocre overall preference.
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An exploration of the diffusion of a new technology from communities of practice perspective: Web services technologies in digital libraries.
Date: 2007-08
Creator: Oguz, Fatih
Description: This study explored and described decision factors related to technology adoption. The research used diffusion of innovations and communities of practice (CoP) theoretical frameworks and a case study of Web services technology in the digital library (DL) environment to develop an understanding of the decision-making process. A qualitative case study approach was used to investigate the research problems and data were collected through semi-structured interviews, documentary evidence (e.g., meeting minutes), and a comprehensive member check. The research conducted face-to-face and phone interviews with seven respondents with different job titles (administraive vs. technical) from five different DL programs selected based on distinctive characteristics such as size of the DL program. Findings of the research suggested that the decision-making process is a complex process in which a number of factors are considered when making technology adoption decisions. These factors are categorized as organizational, individual, and technology specific factors. Further, data showed that DL CoPs played an important role in enabling staff members of a DL program to access up-to-date and experienced-based knowledge, provided a distributed problem solving and learning environment, facilitating informal communication and collaborative activities, and informing the decision-making process.
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Information Seeking in a Virtual Learning Environment
Date: 1999-08
Creator: Byron, Suzanne M.
Description: Duplicating a time series study done by Kuhlthau and associates in 1989, this study examines the applicability of the Information Search Process (ISP) Model in the context of a virtual learning environment.
This study confirms that students given an information seeking task in a virtual learning environment do exhibit the stages indicated by the ISP Model. The six-phase ISP Model is shown to be valid for describing the different stages of cognitive, affective, and physical tasks individuals progress through when facing a situation where they must search for information to complete an academic task in a virtual learning environment. The findings in this study further indicate there is no relationship between the amount of computer experience subjects possess and demonstrating the patterns of thoughts, feelings, and actions described by the ISP Model. The study demonstrates the ISP Model to be independent of the original physical library environments where the model was developed.
An attempt is made to represent the ISP model in a slightly different manner that provides more of the sense of motion and interaction among the components of thoughts, feelings, and action than is currently provided for in the model. The study suggests that the development of non-self-reporting data collection techniques would be useful in complementing and furthering research to enhance and refine the representation of the ISP Model. Additionally, expanding the research to include the examination of group interaction is called for to enhance the ISP Model and develop further applications that could potentially aid educational delivery in all types of learning environments.
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