Abstract

Making the work of security organizations known to school children is a means of mitigating feelings of insecurity provoked by the diffusion of information on terrorist attacks in communications media and through social media. Whilst there is a longer tradition of projects to educate [...]

Abstract

In the framework of the «Project I: CUD» (Internet: Creatively Unveiling Discrimination), carried out in the United Kingdom, Italy, Belgium, Romania and Spain, we conducted a study into the expressions of discrimination used by young people on social network sites (SNS). To do so [...]

Abstract

For years, librarians, record managers and information scientists have seen themselves as outside of the labor market associated with new technologies. It seems that the profession remains mired in the past, rather passive and with little ambition. Certainly information and communication [...]

Abstract

The design and implementation of transport policies to promote active transport requires a deep comprehension of the factors that influence travel behavior. In this context, psychological factors and social interactions play an important role in explaining travel-related decisions. [...]

Abstract

We present the results of the Harbinger project, carried out between 2016 and 2022 in several countries on three continents, which focused on the use that early career researchers make of the resources available through university libraries. These include catalogs, databases, and [...]

Abstract

To know the perceived and real difficulties of the company in Spain in relation to the implementation of R+D+i by the Spanish business, we start from the vision that employees have about the ease or difficulty of their companies at the time of doing research and development and therefore, [...]

Abstract

Although evidence has shown that psychosocial factors have a decisive influence in second language learning, it has not been highlighted the importance they have regarding educational practice, the design of learning programs or teacher training. The model known as Willingness to [...]

Abstract

The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for [...]