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Physical Sciences and Mathematics Commons

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Full-Text Articles in Physical Sciences and Mathematics

Assessing The Fit Between Child Welfare Information Systems And Frontline Workers: Development Of A Task-Technology Fit Instrument, Kurt William Heisler Jul 2014

Assessing The Fit Between Child Welfare Information Systems And Frontline Workers: Development Of A Task-Technology Fit Instrument, Kurt William Heisler

Health Services Research Dissertations

States and the federal government continue to invest heavily in child welfare information systems (CWIS) to improve caseworkers' performance, but the extent to which these systems meet caseworkers' needs is unclear. In the field of child welfare there are no reliable user-evaluation measures states can use to assess the degree to which a CWIS meets caseworkers' needs, and identify which specific features of the CWIS most need improvement. The study developed such a measure based on the task-technology fit (TTF) framework, which posits that users will evaluate the usefulness of a technology based on how well it meets their tasks …


Fearless Friday: Kirsten Crear, Kirsten Crear Mar 2014

Fearless Friday: Kirsten Crear, Kirsten Crear

SURGE

Even in her last semester here at Gettysburg, Kirsten Crear ’14 is fearlessly working to make changes for the future of the campus community. This semester, Kirsten introduced a STEMinists club on campus that will give female students who are STEM (an acronym for Science-Technology-Engineering-Mathematics) majors the opportunity to come together and create a community, share and discuss the difficulties they face as women in their fields of study, and support and mentor each other as they prepare to enter their fields.

Kirsten is passionate, driven, and determined, taking the initiative to bring this group of women together on campus …


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …