Open Access
Background: In health research, indicators of socioeconomic status (SES) are often used interchangeably and often lack theoretical foundation. This makes it difficult to compare results from different studies and to explore the relationship between SES and health outcomes. To aid researchers in choosing appropriate indicators of SES, this article proposes and tests a theory-based selection of SES indicators using chronic back pain as a health outcome. Results: Chronic back pain intensity was best predicted by the multidimensional index (beta = 0.31, p < 0.05), followed by job position (beta = 0.29, p < 0.05) and education (beta = -0.29, p < 0.05); whereas, income exerted no significant influence. Back pain disability was predicted strongest by education (beta = -0.30, p < 0.05) and job position (beta = 0. 29, p < 0.05). Here, multidimensional index and income had no significant influence. Conclusions: The choice of SES indicators influences predictive power on both back pain dimensions, suggesting SES predictors cannot be used interchangeably. Therefore, researchers should carefully consider prior to each study which SES indicator to use. The introduced framework can be valuable in supporting this decision because it allows for a stable prediction of SES indicator influence and their hierarchy on a specific health outcomes.
Mit zunehmender Schnelligkeit etablieren sich neue Medien, Kommunikationsmittel und Kunstformen innerhalb unserer Gesellschaften. Oft sind es Jugendliche, die sich als „digital natives“ unbefangen auf diese Entwicklungen einlassen können. Der Ruf nach einem kritischen Umgang mit Medien, einer systematischen Medienerziehung und Medienbildung wird seit geraumer Zeit formuliert. Allerdings existieren bisher wenige Bemühungen die angehenden Pädagoginnen und Pädagogen mit entsprechenden Methoden, Ideen und Materialien auszustatten.
Der vorliegende Band der DIGAREC Series enthält Beiträge der interdisziplinären Ringvorlesung „Videospiele als didaktische Herausforderung“, die im Sommersemester 2017 an der Philosophischen Fakultät der Universität Potsdam durchgeführt wurde. Die Beiträge machen Vorschläge zum Einsatz von Computer- und Videospielen im schulischen Unterricht und für Aktivitäten in außerschulischen Jugendeinrichtungen. Die Autorinnen und Autoren erörtern aus den jeweiligen Perspektiven ihrer Fachdisziplinen konkrete Methoden und Anwendungsmöglichkeiten anhand von ausgewählten Computerspielen. Schwerpunkt des Interesses bilden dabei Videospiele, die in erster Linie zur Unterhaltung eingesetzt werden, da der Einsatz von „Serious Games“/“Educational Games“ in jüngster Zeit schon breiter wahrgenommen wird.
Social networks are currently at the forefront of tools that
lend to Personal Learning Environments (PLEs). This study aimed to
observe how students perceived PLEs, what they believed were the
integral components of social presence when using Facebook as part
of a PLE, and to describe student’s preferences for types of interactions
when using Facebook as part of their PLE. This study used mixed
methods to analyze the perceptions of graduate and undergraduate
students on the use of social networks, more specifically Facebook as a
learning tool. Fifty surveys were returned representing a 65 % response
rate. Survey questions included both closed and open-ended questions.
Findings suggested that even though students rated themselves relatively
well in having requisite technology skills, and 94 % of students used
Facebook primarily for social use, they were hesitant to migrate these
skills to academic use because of concerns of privacy, believing that
other platforms could fulfil the same purpose, and by not seeing the
validity to use Facebook in establishing social presence. What lies
at odds with these beliefs is that when asked to identify strategies in
Facebook that enabled social presence to occur in academic work, the
majority of students identified strategies in five categories that lead to
social presence establishment on Facebook during their coursework.