Negotiation, communication, and decision strategies used by hostage/crisis negotiators. (open access)

Negotiation, communication, and decision strategies used by hostage/crisis negotiators.

By conducting this theory-based empirical study, gathering data from working negotiators in the US and Canada, I have determined what primary dynamic activities, communication skills, and negotiation tools are used by hostage/crisis negotiators. Negotiators implement their negotiation and decision strategies differently depending on whether the situations they deal with are instrumental or expressive. I have determined which elements of negotiations and factors affecting negotiations differ while handling instrumental and expressive hostage situations. I found that the collected data did not reveal any significant relationship between handling instrumental/expressive hostage situations differently and belief in the elements of Brenda Dervin's and Shannon-Weaver's theories. I have also determined that the belief in the elements of the Dervin's and Shannon-Weaver's theories is workable and practical for negotiators to use. Based on the above findings, the model suggested by this research adds the elements and directives of Dervin's and Shannon-Weaver's models to the common approach used by the negotiators. This revised model suggests that the negotiators pay attention to the dynamics of the interactions presented between the two parties: the negotiators themselves and hostage takers. The revised model also recommends that the negotiators focus on not only the hostage takers behavioral characteristics, psychological conditions, and …
Date: May 2008
Creator: Hancerli, Suleyman
System: The UNT Digital Library
Networked generation youth's information seeking process: An examination of cognitive, affective and physical behaviors and problem solving techniques. (open access)

Networked generation youth's information seeking process: An examination of cognitive, affective and physical behaviors and problem solving techniques.

This study investigated the information seeking process of the networked generation youth. Specifically, I examined the cognitive, affective, and physical information seeking behaviors and problem solving techniques adolescent student users of the networked environment utilize to solve information needs. Grounded in the theoretical context of the information seeking process in the networked environment, the research extended the user-centered approach to modeling the information seeking process of networked generation youth. A mixed model research design was used to address the research questions. Phase 1 used an online questionnaire to solicit information from 125 students in Grades 7-12 regarding their understanding and use of networked environments, information seeking skills, and problem solving techniques. Phase 2 observed 12 students, two from each grade level, to gain an understanding into the information seeking process of networked generation youth. Participants completed information seeking scenarios of varying levels of complexity. As the participants completed the scenario, they engaged in talk-aloud verbal protocol to describe and explain their behaviors and techniques as they advanced through their information seeking process. Semi-structured interviews were conducted which provided an opportunity for the participants to clarify their information seeking experience. A profile of students' networked environment knowledge and use in relationship …
Date: May 2008
Creator: Peterson, Janet Walker
System: The UNT Digital Library
The Effectiveness of Using Lego Mindstorms Robotics Activities to Influence Self-regulated Learning in a University Introductory Computer Programming Course. (open access)

The Effectiveness of Using Lego Mindstorms Robotics Activities to Influence Self-regulated Learning in a University Introductory Computer Programming Course.

The research described in this dissertation examines the possible link between self-regulated learning and LEGO Mindstorms robotics activities in teaching concepts in an introductory university computer programming course. The areas of student motivation, learning strategies, and mastery of course objectives are investigated. In all three cases analysis failed to reveal any statistically significant differences between the traditional control group and the experimental LEGO Mindstorms group as measured by the Motivated Strategies for Learning Questionnaire and course exams. Possible reasons for the lack of positive results include technical problems and limitations of the LEGO Mindstorms systems, limited number and availability of robots outside of class, limited amount of time during the semester for the robotics activities, and a possible difference in effectiveness based on gender. Responses to student follow-up questions, however, suggest that at least some of the students really enjoyed the LEGO activities. As with any teaching tool or activity, there are numerous ways in which LEGO Mindstorms can be incorporated into learning. This study explores whether or not LEGO Mindstorms are an effective tool for teaching introductory computer programming at the university level and how these systems can best be utilized.
Date: May 2008
Creator: McWhorter, William Isaac
System: The UNT Digital Library