African Journals Online
South African Journal of Information Management

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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.