scholarly journals Competences and Skills in Data Journalism: Perceptions on the Profile of Brazilian Professionals

2019 ◽  
Vol 15 (2) ◽  
pp. 381-399 ◽  
Author(s):  
Ana Paula Borges Oliveira ◽  
Alan César Belo Angeluci

This study is an investigation of the main competences and skills necessary to become a data journalism professional in Brazil. To accomplish this, a theoretical-conceptual review was performed and data were collected from 14 semi-structured interviews conducted with two groups: the first with professionals who work with data journalism; and the second with researchers at universities across the country. The results from the analysis, supported by the ATLAS.ti software and by Bardin's studies, were organized into six categories that indicate logical and analytical reasoning as competences and skills necessary for using programming languages and for the capability of telling stories through interactive visuals. The results were made available in the beta version of the 2030 Data Journalism – an interactive cartography tool that uses geolocation and multimedia information to monitor the trends of this profession over the next years. Neste estudo, buscou-se investigar quais seriam as principais competências e habilidades necessárias para atuar como profissional de jornalismo de dados no Brasil. Para isso, uma revisão teórico-conceitual foi realizada e dados foram coletados em 14 entrevistas semiestruturadas com dois grupos: o primeiro, com profissionais que atuam com jornalismo de dados no mercado; e o segundo, com pesquisadores em universidades do país. Na análise dos resultados, feita com apoio do software ATLAS.ti e respaldada nos estudos de Bardin, foram organizadas seis categorias em uma matriz que, entre outros aspectos, indicam como competências e habilidades necessárias o raciocínio lógico e analítico na apropriação de linguagens de programação e a capacidade de contar histórias por visualizações interativas. Os resultados foram disponibilizados na versão beta do 2030 Data Journalism – cartografia interativa que visa acompanhar, por meio de geolocalização e informações multimídias, as tendências dessa especialidade nos próximos anos. En este estudio, se buscó investigar cuáles serían las principales competencias y habilidades necesarias para actuar como profesional de periodismo de datos en Brasil. Para ello, una revisión teórico-conceptual fue realizada y datos fueron recolectados en 14 entrevistas semiestructuradas con dos grupos: el primero, con profesionales que actúan con periodismo de datos en el mercado; y el segundo, con investigadores en universidades del país. En el análisis de los resultados, realizado con apoyo del software ATLAS.ti y respaldado en los estudios de Bardin, se organizaron seis categorías en una matriz que, entre otros aspectos, indican como competencias y habilidades necesarias el razonamiento lógico y analítico en la apropiación de lenguajes de programación y la capacidad de contar historias por vistas interactivas. Los resultados se publicaron en la versión beta del 2030 Data Journalism – cartografía interactiva que pretende acompañar, por medio de geolocalización e informaciones multimedia, las tendencias de esta especialidad en los próximos años.

Journalism ◽  
2017 ◽  
Vol 21 (7) ◽  
pp. 915-932 ◽  
Author(s):  
Eddy Borges-Rey

This article outlines a general epistemological framework of data journalism in the devolved nations of the United Kingdom. By using an original model based on three conceptual lenses – materiality, performativity and reflexivity – this study examines the development of this form of journalism, the challenges it faces and its particularities in the context of Scotland, Wales and Northern Ireland. This research, therefore, offers unique insights from semi-structured interviews with data journalists and data editors based at, or working as freelancers for, the mainstream news organisations of these regions. The results suggest that data journalism in these devolved nations displays a distinctive character just as much as it reinforces the norms and rituals of the legacy organisations that pioneered this practice. While various models of data exploitation are tested, regional data journalists creatively circumvent generalised organisational struggles to lay the groundwork for their trade and professional community.


2019 ◽  
Vol 25 (2) ◽  
pp. 639-655 ◽  
Author(s):  
Ester Appelgren ◽  
Ramón Salaverría

Trusting the audience to contribute data, a practice called crowdsourcing, is one of several procedures of contemporary data journalism. While previous research has embraced the idea of crowdsourcing as a transparent way of engaging the audience, the journalistic practice of crowdsourcing is currently still limited. The Spanish case is particularly illuminating of the gap between theoretical expectations and reality. Although online news media in Spain stands out because of its commitment to exploring interactive possibilities, and its audience is especially prone to comment on news, this qualitative study presents evidence that Spanish data journalists remain quite reluctant to embrace crowdsourcing as a research method. Based on semi-structured interviews with five Spanish data journalists, this paper explains the motivations behind this reluctance as well as the challenges of activating the audience.


2012 ◽  
Vol 36 (4) ◽  
pp. 463-469 ◽  
Author(s):  
Célia Cristina Fornaziero ◽  
Pedro Alejandro Gordan ◽  
Mara Lúcia Garanhani

The aim of this research was to understand the reasoning developed by medical students in a public university in Brazil. This research on education included semi-structured interviews and film recordings of interns discussing 10 clinical cases. A sample of 16 interns analyzed cases presented on a notebook computer with a webcam. They were instructed to verbalize all their thoughts on the procedures they would use. The film recordings and transcripts of the interviews were analyzed. Quantitative data was evaluated using Yates' chi-squared test and speech analysis was used to evaluate the transcripts. The theme worked on in the practice of reasoning was: the student's perceptions of their clinical practice. Of the 160 diagnoses, 57% were done with analytical reasoning and 43% with non-analytical reasoning. The hypothetical deductive method was employed by 31% of the interns and the inductive method was employed by 69%. The diagnostic accuracy was 81% correct for easy cases and 85% correct for difficult cases. We observed two empirical categories: the cognitive universe of the student and the patient's context.


2021 ◽  
Vol 108 (Supplement_6) ◽  
Author(s):  
J W Ho ◽  
M Hughes

Abstract Introduction A validated visual field chart designed as a simpler adjunct to formal perimeters is being developed into an app. The app aims to empower patients with pituitary tumours to independently assess their central 25˚ visual field with intra-app instructions and share their results with their clinician. NHSx marked usability as an assessment criterion for validating health apps. This study aims to explore and improve the usability of the beta-version of the app. Method Qualitative methods were employed through observation and semi-structured interviews. Recruitment was through convenience sampling. Participants experienced the app solely based on the intra-app information. Meanwhile, a researcher observed the process. Then, qualitative feedback was generated through semi-structured interviews. Observational data was coded and quantified. Thematic analysis was employed to identify common themes and/or categories of the qualitative feedback. Results 15 participants between 24-58(mean 33.7, SD 10.8) years were recruited. Observational data revealed that 1/15 adhered to all 3 written instructions; 3/15 utilised the hand span distance guidance provided. Participants’ responses on feedback for improvements were coded and categorised. Suggested additional features for improvement – a run-through introduction to the app, a video example of how to conduct the test, a practice run, an option for audio instruction and an option to change font size and type. Suggested additional instructions were to focus on the black dot and remember what you were seeing with the red dots. Conclusions Qualitative methods identified aspects of the app requiring improvements. Participants feedback will be utilised to improve the app.


2021 ◽  
Author(s):  
Daniel Resnick ◽  
Matthew D Kearney ◽  
Jazmine M Smith ◽  
Allison Bautista ◽  
Liz Jones ◽  
...  

BACKGROUND There remains a need to engage at-risk primary care populations in cancer prevention behaviors, yet primary care physicians often lack the time or resources to discuss these behaviors with their patients. OBJECTIVE The objective of the study was to evaluate the content, usability, and acceptability of a mobile application that leverages insights from goal-setting and social networks literature to facilitate cancer prevention goal setting, tracking, and sharing between Non-Hispanic Black primary care patients and their social ties. METHODS We recruited participants from two primary care clinics in Philadelphia using non-probabilistic purposive sampling. We conducted semi-structured interviews with 5 to 7 participants over three weeks to solicit feedback on paper mock-ups of the application, iteratively adapting these mock-ups after each set of interviews. Thereafter, and informed by initial feedback, we created an electronic beta-version of the application and sought acceptability and usability feedback from a different set of participants. Then we conducted content analysis of all user responses to search for unifying themes on acceptability and usability of both the initial mock-ups and beta-version of the application. We further assessed application usability using questions derived from the System Usability Scale (SUS). RESULTS Thirty-three Non-Hispanic Black primary care patients participated in the study. The mean age was 49 (SD ± 13) and 79% identified as female. Semi-structured interviews revealed three primary generalizable insights from our target population: 1) the framing of each goal and its relevance to cancer impacted the likelihood the goal would be chosen; 2) participants thought that sharing health goals with others facilitates health behaviors; and 3) most participants found it motivating to see other users’ goal progress, while still collaborating with these users on their health goals. An overarching insight that permeated across each theme was the participants’ desire to customize and personalize the app. Usability testing revealed that 100% of participants found the application easy to use and 76% of participants reported they would like to use this application frequently. CONCLUSIONS Cancer prevention in the modern era must include options that are accessible to all, but this does not mean that all options must be universal. This study’s iterative process led to the development of a cancer prevention mobile application that Non-Hispanic Black primary care patients deemed usable and acceptable and yielded a number of noteworthy insights about what intended end-users value in setting and accomplishing health goals.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Benjamin Nicoll

A videogame engine is a software tool that enables interactive digital content to be built, and a code framework that enables that content to run on different platforms, including consoles, smartphones, and virtual reality devices. Today, game engines form the backbone of videogame development and, increasingly, software development more broadly. The Unity engine — a key player in this industry, and the main case study of this paper — aims to ‘democratise game development’ through an accessible editing interface, a flexible licensing structure, and a toolset that is interoperable with a range of different design tools, middleware software, programming languages, and production workflows. This paper evaluates the core claim made by and about Unity — that it is has democratised game development — through a framework that analyses the engine’s ‘articulations’ in multiple areas of software culture: design, workflow, education, identity, political economy, and governance. These contexts form a 'circuit of cultural software' wherein the discourse of democratisation functions as a governing logic. Drawing on semi-structured interviews with 24 Australian developers, students, and educators, as well as participant observation and ethnographic fieldwork, this paper argues that people feel empowered by Unity not only because of the tools it provides, but also because of its capacity to create what Angela McRobbie (2016) calls a ‘creativity dispositif’ — an affective space where developers are granted a degree of social security to explore possibilities for self-entrepreneurship in what would otherwise be a career path fraught with risk and uncertainty.


2020 ◽  
Vol 29 (3) ◽  
pp. 1389-1403
Author(s):  
Jessica Brown ◽  
Kelly Knollman-Porter

Purpose Although guidelines have changed regarding federally mandated concussion practices since their inception, little is known regarding the implementation of such guidelines and the resultant continuum of care for youth athletes participating in recreational or organized sports who incur concussions. Furthermore, data regarding the role of speech-language pathologists in the historic postconcussion care are lacking. Therefore, the purpose of this retrospective study was to investigate the experiences of young adults with history of sports-related concussion as it related to injury reporting and received follow-up care. Method Participants included 13 young adults with history of at least one sports-related concussion across their life span. We implemented a mixed-methods design to collect both quantitative and qualitative information through structured interviews. Participants reported experiencing 42 concussions across the life span—26 subsequent to sports injuries. Results Twenty-three concussions were reported to a parent or medical professional, 14 resulted in a formal diagnosis, and participants received initial medical care for only 10 of the incidents and treatment or services on only two occasions. Participants reported concussions to an athletic trainer least frequently and to parents most frequently. Participants commented that previous experience with concussion reduced the need for seeking treatment or that they were unaware treatments or supports existed postconcussion. Only one concussion incident resulted in the care from a speech-language pathologist. Conclusion The results of the study reported herein shed light on the fidelity of sports-related concussion care management across time. Subsequently, we suggest guidelines related to continuum of care from injury to individualized therapy.


2010 ◽  
Vol 19 (4) ◽  
pp. 108-114 ◽  
Author(s):  
Lisa M. Mellman ◽  
Laura S. DeThorne ◽  
Julie A. Hengst

Abstract The present qualitative study was designed to examine augmentative and alternative communication (AAC) practices, particularly surrounding speech-generating devices (SGDs), in the classroom setting. We focused on three key child participants, their classroom teachers, and associated speech-language pathologists across three different schools. In addition to semi-structured interviews of all participants, six classroom observations per child were completed. Data were coded according to both pre-established and emergent themes. Four broad themes emerged: message-focused AAC use, social interactions within the classroom community, barriers to successful AAC-SGD use, and missed opportunities. Findings revealed a lack of SGD use in the classroom for two children as well as limited social interaction across all cases. We conclude by highlighting the pervasive sense of missed opportunities across these classroom observations and yet, at the same time, the striking resiliency of communicative effort in these cases.


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