African
Journals Online
South African Journal of Information Management
Volume 2, Issue 2, September 2000
Abstracts
The Web and rating systems
Beukman, B.A.
Abstract:
The purpose of this article is to explore the
value of rating computer games with regard to the content and
requirements of the game. The developmental stage of the child
will play a crucial role in determining the age appropriateness
of the content of a game. From the age of three years children
start to identify with role models. The virtual reality of
characters in a game makes it possible for children to associate
and imitate these characters. This is complicated by the
children's inability to distinguish between fantasy and reality.
In the same way that violence accumulates in games, so could
aggressive behaviour accumulate into violent behaviour. Parents
should however not be guided by a specific rating system only, as
the standards of these rating systems are pre-determined and the
parent could find the content nevertheless unsuitable for his/her
child.
Internet as a medium for qualitative research
Clarke, P.
Abstract:
With an estimated 200 million Internet users,
the Internet has created communities that would /could not have
formed otherwise. It provides access to interdisciplinary,
heterogeneous groups. New modes of contacting research subjects
as well as the social mobility provided by the new technologies
confront researchers with the need to revisit concepts such as
interview, subject, field site, and informed consent. While
outcomes of this research indicate that the Internet provides
useful potential as a medium for qualitative research, it is
important to use on-line technology for what it is good at rather
than slavishly adapting face-to-face models. The approach and
medium chosen should suit the research goals and be sensitive to
the target group and context. Thereafter the research should be
planned to exploit the functionality of the chosen medium and to
minimize its limitation.
Deconstructing the Web a curriculum for media
students
Cockcroft, C.
Abstract:
In many ways Internet sites are divided along
similar lines as the 'real world', covering areas such as news,
entertainment, retail, medical, information, politics, and so on.
The virtual world is attending to the needs of the same society,
with its mindset and needs trained by physical reality and
historical context. However, in as many ways the Internet and the
Web are organized differently, with many new categories of
virtual organizations and different approaches to old and new
issues and needs. Conventional distinctions, barriers and
limitations are continually blurring, shifting or being shattered
by a dramatic change in the relationship between society and
technology.
Assessment over the Internet
Harris, N.G.
Abstract:
This article focuses on assessing
understanding of a given problem. Two approaches used in our
courses are discussed to assess a student's understanding before
the student attempts the solution. A conceptual model is
presented as well as its implementation in Java to assess the
understanding of a student communicated by a sentence in a
language, such as English or mathematics. The approaches provide
insight into how marking can be automated on the student's PC and
how problem-statements and solutions can be developed by the
instructor. The article differentiates between and defines terms
such as question, problem, answer and solution. It also defines a
new type of answer called a response, which describes the
student's expression of his/her understanding of a problem before
attempting the solution. The assessment tool is complex, as are
the means of constructing problems and solutions, so, at this
stage, it is being developed to determine the critical areas
associated with problem structure and very fast marking in an
applet.
Technological stages in the system development life cycle:
an application to Web page design
Jakovljevic, M.Ankiewicz, P.De Swardt, E.
Abstract:
The purpose of this research was to explore
the application of the methodology of instructional programme
development based on technological stages in information system
design. The growth of use of mind tools has put thinking skills
in the focus of teaching practice but there is still a need for
the innovation of more effective instructional strategies. This
has re-emphasized the importance of developing an instructional
programme with the innovative structure of technological stages.
Some of criteria used to set up the programme emerged from
research literature on complex thinking, mind tools, learning
theories and instructional strategies. This article argues that
it is now time to place more emphasis on in-depth research on the
technological stages and their implications for information
system design. In much the same way that technology education
needs information systems, it is also imperative that information
systems include the study of technological problem solving and
its stages. A convergence of disciplines is necessary, if the
field of information systems is to be examined in its widest
dimensions.
Towards developing value strategies to improve contact
efficiency of Web sites: a marketing perspective
Nel, J.Crous, M.J.Human, G.J.P.
Abstract: The Internet is a new medium that provides
opportunities for businesses to market their products and
services to potential customers. Although there is a lot of
'hype' and expectations regarding the commercial opportunities,
it appears that businesses need a better understanding of how to
use the Internet for commercial purposes. This article addresses
this aspect by focusing on how marketers can create value in
their Web sites. Firstly, the article explains the importance of
value in a Web site. Secondly, factors are considered that need
to be taken in consideration in the development of value
strategies. And thirdly, possible strategies that can improve the
value of the Web site for the customer are identified
The Web and violence
Olivier, K.
Abstract: This article focuses on the effect of violent
Internet games on the player. There are definite physiological
and psychological effects of playing games with a violent
content. It is suggested that violent games may mislead the
player and sent false messages to the player, for example that
problems can be resolved quickly and with little personal
investment and to solve a problem you have to eliminate the
source of the problem. Furthermore masculinity plays an important
role within the gaming context and young men may become
desensitised to subordinate masculinities (homophobia) and women
within a community. Lastly the article highlights some
intervention strategies to prevent children and juveniles playing
violent Internet games on their home computers.
How Web browsers shape users' understanding of networks
Sheeran, L.Sasse, M.A.Rimmer, J.Wakeman, I.
Abstract: What happens when users encounter breakdown
situations when browsing the Web? This article is a report on a
study in which 35 participants were asked to think aloud while
following a trail through a series of Web pages. Some of the
pages were designed to cause error messages to be displayed by
the browser when users tried to interact with them. The results
from the study showed that the error messages did not help users
to diagnose the cause of the problem, or develop their
understanding of the Internet. Error messages do provide a
vocabulary for describing problems, but fail to provide a model
to pin the terminology on. It is suggested that an underlying
model of Web browsing should be available for users to learn from
the error messages, rather than just see them as a sign of
'something being wrong'.
MySpace: building a dynamic digital persona using directory
services
Stubbs, R.
Abstract:
Many large companies develop Web-based
applications to support their business practices. Such
applications often require user login and authentication leading
to repeated requests for such information. This article describes
the process of creating an organizational digital persona based
on a users identity in a directory service and discusses how the
directory service can be used to control, create and maintain a
Web-based digital persona. A prototype system is described. The
methods and products used in this development are based on
Microsoft's Web services. However, the protocols used to design
the system are universal and can therefore be adopted for any Web
platform.
Lies, Deception and Heroification and A Midwife's Tale and
the Social Web: the class book Web course interdisciplinary
faculty development project at the University of Maine
Toner, C.N.Toner, J.F.White, R.C.
Abstract: This article describes the University of Maine's
class book project, the class book Web course interdisciplinary
faculty development programme, and how the Web helps bring
marginalized people into the college classroom. An
interdisciplinary group of 15 professors created INT 490 Lies,
Deception, and Heroification as an asynchronous course that
students access entirely on the World-Wide Web. Students explore
how 'lies' in history, education, government, business and
society in general create 'cultural distortion'. Encouraged by
the positive student and faculty evaluations, the class book Web
course programme continued in the spring of 2000 with INT491, A
Midwife's Tale and the Social Web, and is currently designing new
Web courses based on the 2001 and 2002 class books.
Techniques used by Arthur Andersen to add value to
information
Van Zanten, T.
Abstract: In this article Arthur Andersen's
interpretation of the information economy is discussed. The
company developed a new framework for the management of
intangibles and creating value for clients. In this competitive
environment structured and unstructured information is vital to
optimize business processes, enable market strategies or
integrate new business.
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