Research collaborations in policing have been characterized as extremely challenging.The assumption has been that academicians and police hold contrasting philosophical viewpoints and perceptions of research. We tested this assumption by surveying police researchers (n = 377) and police practitioners (n = 171) concerning their philosophical orientations (pragmatic, intellectual, or humanistic), as well as their perceptions of research collaboration processes (collaboration climate, trust, and knowledge integration) and overall performance. The differences in philosophical orientations were significant, with researchers displaying very high intellectual orientations and very low pragmatic orientations while practitioners indicated predominantly humanist orientations; researchers with law enforcement background were in-between both groups. While all groups assessed their research collaborations positively, police were significantly less positive than researchers. Further, knowledge integration predicted collaboration success for researchers, while a collaboration climate of trust and respect predicted success for practitioners. The results indicate that both groups value different qualities in a research partnership. These differences may complicate, but do not appear to prevent successful collaborations, and former practitioners could become boundary spanners between academia and practice. The importance of relationship building and collaborative methodologies, such as action research, are discussed.
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of Desktop Virtual Environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.
Virtual reality (VR) technologies are dramatically expanding the possibilities for processing, using, and sharing information. These technologies have been the subject of a considerable body of research, and are now generally accepted as having strong potential for technical,
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