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Objective:We sought to determine how many abstracts presented at the 2012 and 2014 Medical Library Association (MLA) annual conferences were later published as full-text journal articles and which features of the abstract and first author influence the likelihood of future publication. To do so, we replicated a previous study on MLA conference abstracts presented in 2002 and 2003. The secondary objective was to compare the publication rates between the prior and current study.Methods:Presentations and posters delivered at the 2012 and 2014 MLA meetings were coded to identify factors associated with publication. Postconference publication of abstracts as journal articles was determined using a literature search and survey sent to first authors. Chi-squared tests were used to assess differences in the publication rate, and logistic regression was used to assess the influence of abstract factors on publication.Results:The combined publication rate for the 2012 and 2014 meetings was 21.8% (137/628 abstracts), which is a statistically significant decrease compared to the previously reported rate for 2002 and 2003 (27.6%, 122/442 abstracts). The odds that an abstract would later be published as a journal article increased if the abstract was multi-institutional or if it was research, specifically surveys or mixed methods research.Conclusions:The lower publication rate of MLA conference abstracts may be due to an increased number of program or nonresearch abstracts that were accepted or a more competitive peer review process for journals. MLA could increase the publication rate by encouraging and enabling multi-institutional research projects among its members.  相似文献   
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Urgent societal challenges have led to unease in our socio‐cultural interactions and the production systems that underpin our lives. To confront such challenges, collaboration stands out as an essential approach in accomplishing joint goals and producing new knowledge. It calls for interdisciplinary methodologies such as co‐design, an approach capable of bridging multiple expertise. The core activities of co‐design are based on the premise of collaboration and on developing creative social environments. Yet achieving collaboration through co‐design is challenging as people need to understand each other, and develop trust and rapport. We argue that ‘informal‐mutual learning’ is central to building mutual understanding. This article explores how we create spaces for collaboration through co‐design by examining the social environments supporting them. It examines the value of collaboration and its impact upon participants within an action research project conducted in Scotland. We identified Cultural‐Historical Activity Theory (CHAT) as a suitable theoretical framework. It offers support for holistic inquiry into participation and learning. Its strength was in the attention that it pays to multi‐dimensional human interactions within the social environment. This led to an understanding of the concepts of boundary‐crossing and boundary space examined through a CHAT lens. The findings shed light on four designerly conditions supporting informal‐mutual learning when engaged in collaboration during co‐design situations: choreography and orchestration, aesthetics, playfulness, and quality and quantity of participation. The findings enable us to elaborate on the theorisation of boundary space, a theoretical space for the assemblage of multiple levels of expertise to achieve collaboration.  相似文献   
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ABSTRACT

Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students’ perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by games, and to become digital culture producers; and (ii) the education professionals’ perspective, to use these instruments in schools and thereby change the way students learn. Using a sample of 85 first-year secondary school students, this study aims to provide empirical evidence about the development of creativity through the introduction of video games in the classroom. To do this, an eight-week pedagogical workshop was developed in which the Minecraft video game was introduced in the subject of technology. To assess the results of the workshop, the participants’ creativity was analysed using a pre-test/post-test design through the CREA Creative Intelligence Test, as well as the evaluation of the students’ machinima productions by their teachers. Results show a significant increase in creativity and high scores for machinima productions, highlighting the opportunity to introduce these tools in classrooms in order to develop innovative educational contexts where creative processes and products are the protagonists.  相似文献   
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