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  <title>OAR@UM Collection:</title>
  <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/26119" />
  <subtitle />
  <id>https://www.um.edu.mt/library/oar/handle/123456789/26119</id>
  <updated>2026-04-15T21:29:29Z</updated>
  <dc:date>2026-04-15T21:29:29Z</dc:date>
  <entry>
    <title>Information literacy before and after information communication technology</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/30465" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/30465</id>
    <updated>2018-06-13T08:27:02Z</updated>
    <published>2017-01-01T00:00:00Z</published>
    <summary type="text">Title: Information literacy before and after information communication technology
Abstract: IL has become an integral part of our lives. It is the basis of Lifelong Learning and&#xD;
professional development. It gives us the skills necessary to integrate better in&#xD;
today’s “Information Society” (IS). The basic library and Information Technology (IT)&#xD;
skills are how to recognise the need of information; determine ways of addressing&#xD;
this information; create and plan on how to approach the locations to look for&#xD;
information; discover and acquire information; come up with and assess information;&#xD;
set up structure to the information, put to use and pass on the information; and how&#xD;
to combine resources and develop information in the most efficacious way.&#xD;
IL is not just the IT training specific to the IT industry or to the skills necessary for&#xD;
performing IT jobs, but it also includes courses related to the application, design,&#xD;
development, implementation, support and management of computer-based&#xD;
information systems and not just how to send e-mail, use word processors and&#xD;
operating systems. The unfolding of a collection of understanding and skills vital in&#xD;
the IS are research, interpretation, assessment, dissemination and implementation&#xD;
for appropriate judgement making.&#xD;
There are many different definitions of IL but the three main ones I will adhere to are&#xD;
according to the American Library Association (ALA); IL is defined as a set of&#xD;
abilities requiring individuals to “recognize when information is needed and have the&#xD;
ability to locate, evaluate and use effectively the needed information.
Description: DIP.L.I.S.</summary>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Location memory in visual search : the multi-item localization (MILO) task : a tool for investigation</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/30067" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/30067</id>
    <updated>2018-05-18T01:31:46Z</updated>
    <published>2017-01-01T00:00:00Z</published>
    <summary type="text">Title: Location memory in visual search : the multi-item localization (MILO) task : a tool for investigation
Abstract: In the current study, the Multi-Item Localization Task (MILO; Thornton &amp; Horowitz, 2004)&#xD;
was used as a tool to explore location memory in visual search. Previous studies provide&#xD;
evidence that whilst visually searching for a specific target, participants are able to ignore&#xD;
locations that have already been visited, making their ongoing search more efficient&#xD;
(Thornton &amp; Horowitz, 2004). This is referred to as location tagging and the current study&#xD;
sought to explore if this ability could be disrupted. The overall goal was to increase&#xD;
knowledge regarding the resources needed for location tagging to take place. Specifically, we&#xD;
manipulated concurrent spatial working memory workload while performing the MILO task&#xD;
to examine if location tagging could be disrupted. In Experiment 1, participants (N = 12) had&#xD;
to select eight numerical targets that appeared on an iPad screen by touching each item in&#xD;
sequence. There were three conditions. On Vanish trials, items disappeared when they were&#xD;
touched, removing them from the search array. On Remains trials, items did not vanish,&#xD;
leaving them available to interfere with subsequent search. Previous studies found identical&#xD;
response time patterns for these two conditions, the signature of location tagging. Here, we&#xD;
also introduced Chess trials where memory workload was heavily increased as participants&#xD;
were asked to simultaneously remember a chess layout whilst completing the Remains MILO&#xD;
task. Results for the Vanish &amp; Remains conditions replicated previous studies, indicating the&#xD;
presence of location tagging. However, the workload added in the Chess trials was not&#xD;
enough to disrupt location tagging. In Experiment 2 participants (N = 12) completed the same&#xD;
three conditions, but had to select six targets made up of chess pieces in the game’s&#xD;
precedence order. This was a novel sequence, that would also be expected to interfere with&#xD;
memory during the Chess trials. Again, there was no evidence that location tagging was&#xD;
disrupted. However, when comparing the results of Experiments 1 and 2, it appeared that overall search-behaviour was affected by using the chess items for the MILO task as patterns&#xD;
relating to future planning were noticeably different. In terms of our main goals, however, we&#xD;
can conclude that participants were still able to remember where they have been before when&#xD;
searching for the current target, even when the memory workload was increased, suggesting&#xD;
that location tagging may be an automatic process that either does not make demands on&#xD;
central resources or at least uses resources that are different from those needed during explicit&#xD;
location memory.
Description: M.SC.COGNITIVE SCIENCE</summary>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Cognitive distraction while multitasking in an aircraft simulator</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/30066" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/30066</id>
    <updated>2018-05-18T01:31:44Z</updated>
    <published>2017-01-01T00:00:00Z</published>
    <summary type="text">Title: Cognitive distraction while multitasking in an aircraft simulator
Abstract: The purpose of this study was to investigate the effects of a conversation and interacting with&#xD;
an electronic tablet on the performance of 14 pilots in a PC based flight simulator.&#xD;
Performance was assessed using flight parameters and control strategies. The additional&#xD;
conversation and dual conversation and tablet tasks had an effect on how well participants&#xD;
could maintain a target airspeed. Additionally, phase of flight was an important&#xD;
consideration, with pilots being less prone to distraction on final approach when assessed on&#xD;
maintaining a target airspeed and vertical speed. Final approach also resulted in a different&#xD;
flight control strategy when compared to other phases of flight. This suggests an attentional&#xD;
shift while landing resulting in better performance despite the cognitive load of the&#xD;
distractions remaining constant throughout the experiment.
Description: M.SC.COGNITIVE SCIENCE</summary>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>The effect of cognitive fatigue on decision making in sports</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/30065" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/30065</id>
    <updated>2018-05-18T01:31:43Z</updated>
    <published>2017-01-01T00:00:00Z</published>
    <summary type="text">Title: The effect of cognitive fatigue on decision making in sports
Abstract: The study aimed to investigate the effects of cognitive fatigue in sports decisions. Nonathletes&#xD;
were exposed to a five minutes congruent Stroop task and incongruent Stroop&#xD;
task to establish a baseline and assess the effects of exercise in this task. Basketball&#xD;
athletes cycled on a bicycle ergometer till reaching target heart rate (THR) and&#xD;
performed two sets of five minute Stroop task (one set of congruent trails only and one&#xD;
of incongruent trails only). Each Stroop task set was followed by a basketball video&#xD;
judgement task. Both athletes and non-athletes were significantly slower in reacting to&#xD;
incongruent Stroop trials compared to congruent trials. Furthermore, athletes made&#xD;
more errors when presented with the incongruent Stroop version. Physical activity&#xD;
affected reaction time difference between athletes and non-athletes: participants&#xD;
performing both activities, cycling and Stroop task, were significantly slower on the&#xD;
Stroop task than those only performing the Stroop task. The basketball group was&#xD;
significantly slower when responding to the video judgement task when exposed to the&#xD;
incongruent trails beforehand compared to decisions made after the congruent trials.&#xD;
Moreover, athletes seem to suffer further onset fatigue as their reaction time in decision&#xD;
to the last videos deteriorated compared to the initial videos. Results suggest that&#xD;
cognitive fatigue caused by incongruent trials of the Stroop task led to athletes’ slower&#xD;
responses when making basketball related decisions. Mental fatigue affects attention&#xD;
and the ability to use important information to perform efficiently. Furthermore, results&#xD;
suggest that cognitive processing suffers a decline when tested during exercise due to&#xD;
resources, competition and attention allocation. Understanding how mental fatigue&#xD;
affects sports performance and other physical and cognitive demanding activities is key&#xD;
to minimize such impairments.
Description: M.SC.COGNITIVE SCIENCE</summary>
    <dc:date>2017-01-01T00:00:00Z</dc:date>
  </entry>
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