Topic Review
Probation Officer
Probation and Parole Officers are officials appointed to investigate, report on, and supervise the conduct of convicted offenders on probation and/or those released from incarceration to community supervision such as parole. Most probation and parole officers are employed by the government of the jurisdiction in which they operate, although some are employed by private companies that provide contracted services to the government.
  • 486
  • 14 Oct 2022
Topic Review
Problem-Based Learning
Problem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication. The PBL process was developed for medical education and has since been broadened in applications for other programs of learning. The process allows for learners to develop skills used for their future practice. It enhances critical appraisal, literature retrieval and encourages ongoing learning within a team environment. The PBL tutorial process involves working in small groups of learners. Each student takes on a role within the group that may be formal or informal and the role often alternates. It is focused on the student's reflection and reasoning to construct their own learning. The Maastricht seven-jump process involves clarifying terms, defining problem(s), brainstorming, structuring and hypothesis, learning objectives, independent study and synthesis. In short, it is identifying what they already know, what they need to know, and how and where to access new information that may lead to the resolution of the problem. The role of the tutor is to facilitate learning by supporting, guiding, and monitoring the learning process. The tutor aims to build students' confidence when addressing problems, while also expanding their understanding. This process is based on constructivism. PBL represents a paradigm shift from traditional teaching and learning philosophy, which is more often lecture-based. The constructs for teaching PBL are very different from traditional classroom or lecture teaching and often require more preparation time and resources to support small group learning. PBL can facilitate students to learn and understand complex concepts and theories such as STEM, engineering design problems, etc.
  • 1.3K
  • 10 Nov 2022
Topic Review
Problematic Smartphone Use
Problematic smartphone use (PSU) is defined as the inability to control the time spent on smartphones, which has long-term negative impacts on daily life. The use-and-gratifications approach is applied to smartphones and describes the extent to which users devote themselves to smartphones to obtain gratifications. These gratifications can be represented in the types of use (process, social, and habitual).
  • 3.0K
  • 05 May 2022
Topic Review
Problematic Social Media Use
Psychological or behavioral dependence on social media platforms can result in significant impairment in an individual's function in various life domains over a prolonged period. This and other relationships between digital media use and mental health have been considerably researched, debated, and discussed among experts in several disciplines, and have generated controversy in medical, scientific, and technological communities. Research suggests that it affects women and girls more than boys and men and that it varies according to the social media platform used. Such disorders can be diagnosed when an individual engages in online activities at the cost of fulfilling daily responsibilities or pursuing other interests, and without regard for the negative consequences. Excessive social media use has not been recognized as a disorder by the World Health Organization or the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Controversies around problematic social media use include whether the disorder is a separate clinical entity or a manifestation of underlying psychiatric disorders. Researchers have approached the question from a variety of viewpoints, with no universally standardized or agreed definitions. This has led to difficulties in developing evidence-based recommendations.
  • 2.0K
  • 10 Nov 2022
Topic Review
Procedures in Mathematical Problems and Video Games
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality. The recreational aspect of video games is more important than the educational aspect. However, the students were not aware of using the problem-solving procedures they learned at school to solve different challenges in the video games. Furthermore, overcoming video game challenges stimulates positive emotions as opposed to the negative emotions generated when solving mathematical problems. 
  • 869
  • 24 Mar 2022
Topic Review
Procrastination and psychological safety
Procrastination is understood as conscious delay, failure to complete, or postponement of planned activities, accompanied by a sense of internal discomfort and a negative emotional state, connected with an expectation of negative consequences. 
  • 699
  • 03 Aug 2021
Topic Review
Procrastination during COVID-19 Pandemic
Procrastination involves voluntarily or habitually delaying unpleasant tasks for later. It is characterized by short-term benefits and long-term costs. The COVID-19 pandemic set specific circumstances that may have influenced procrastination behavior. Procrastination behavior was related to anxiety, distress, time management, self-control, and other variables. There is limited information about interventions to prevent or decrease procrastinating behaviors in the context of confinement or in the living conditions generated by the pandemic. 
  • 811
  • 28 Feb 2022
Topic Review
Product Attributes, Evaluability, and Consumer Satisfaction
Consumer satisfaction is considered essential to long-term business success. Organizations have a need to produce products and services that yield highly satisfied and loyal consumers. Having loyal consumers reduces the costs for firms, since the expenses for acquiring new consumers are much higher than those for keeping existing ones. Studying the factors that determine consumer satisfaction is of vital importance for a company, as consumer satisfaction has been described as the best indicator of a company’s future profits. In addition, several studies have indicated that there are positive effects of consumer satisfaction on overall brand equity and its different aspects, i.e., retailer awareness, retailer associations, the retailers’ perceived quality, and retailer loyalty. Most studies of consumer satisfaction have been based on the overall satisfaction with a product as a whole, while only a few have related consumer satisfaction to the performance of product attributes. We aimed to study which type of product attribute leads to the most satisfaction, thus providing clues for providers to improve their products. We focused on attribute evaluability and analyzed the ease or difficulty in evaluating a product’s attribute. This was assumed to be related to consumer satisfaction Although evaluability has usually been manipulated experimentally, we studied evaluability as a consumer’s perceptions of product attributes. We aimed to show the effects of attribute evaluability on consumer satisfaction outside of the laboratory context, in a real consumer setting. This aim matched the endeavor in research to study the scaling-up of small-scale laboratory findings to larger markets and settings, as advocated by List.  Another basic process in the formation of consumer satisfaction is a judgment of product performance that is relative to the reference point of the product’s performance expectations. In general, the positive disconfirmation of expectations (the perceived realizations of performance exceeding expectations) will lead to consumer satisfaction, whereas negative disconfirmation (the perceived realizations of performance falling short of expectations) induces dissatisfaction. From prospect theory, it is known that negative deviations from a reference point are judged more negatively than their commensurate positive deviations are judged positively, thus indicating asymmetric effects of product evaluations.  A hitherto under-researched topic is whether consumer satisfaction differs when it is due to an attribute expectation disconfirmation of easy-to-evaluate versus difficult-to-evaluate attributes. This topic is theoretically interesting, because such differences may be driven by different psychological processes. Also, it is of practical significance, because it provides a clue to providers in regard to the type of product attributes for which negative expectation disconfirmation needs to be avoided. We consider attribute evaluability as a factor that moderates the effects of attribute disconfirmation on consumer satisfaction.
  • 1.0K
  • 15 Nov 2021
Topic Review
Product-Based Learning
The traditional teaching-learning process in higher education employs strategies that position students as recipients of information transmitted by the teacher, which is conceptualized as knowledge. However, the reality in which we live, including new generational groups’ characteristics, requires implementing training solutions that meet individuals' needs in the development of skills or know-how. Thus, deploying suitable solutions to society through a framework that forms individuals capable of continuously seeking knowledge, creating and innovating, is crucial. The "Reproduction of an Environment of Innovation in the Classroom" (RAIS) is a product-based learning and evaluation strategy where the student is actively involved in constructing and generating knowledge. It allows developing the programmatic competencies in engineering courses to attain a feasible product. The RAIS strategy has been applied in Physical chemistry for Chemical Engineers and Industrial Chemistry courses. Students successfully formulated a product using the know-how attained in each course. In addition, this strategy increased motivation compared to other traditional courses, developing the ability to deploy and find solutions in work environments with multidisciplinary groups.  
  • 2.6K
  • 13 Jan 2023
Topic Review
Professional Esports Players Motivation
Esports refers to competitive video games in which teams or individuals compete against each other. It is considered a sporting activity in which players can develop and train their mental skills and hand-eye coordination while playing. The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field.
  • 2.3K
  • 18 Mar 2022
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