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2.
J Med Libr Assoc ; 108(2): 304-309, 2020 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-32256242

RESUMO

Increasingly, users of health and biomedical libraries need assistance with challenges they face in working with their own and others' data. Librarians have a unique opportunity to provide valuable support and assistance in data science and open science but may need to add to their expertise and skill set to have the most impact. This article describes the rationale for and development of the Medical Library Association Data Services Competency, which outlines a set of five key skills for data services and provides a course of study for gaining these skills.


Assuntos
Ciência de Dados/normas , Bibliotecas Médicas/normas , Associações de Bibliotecas/normas , Serviços de Biblioteca/normas , Competência Profissional/normas , Humanos , Competência em Informação , Guias de Prática Clínica como Assunto
3.
J Med Libr Assoc ; 106(1): 113-119, 2018 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-29339941

RESUMO

BACKGROUND: Research into study replication and reporting has led to wide concern about a reproducibility crisis. Reproducibility is coming to the attention of major grant funders, including the National Institutes of Health, which launched new grant application instructions regarding rigor and reproducibility in 2015. STUDY PURPOSE: In this case study, the authors present one library's work to help increase awareness of reproducibility and to build capacity for our institution to improve reproducibility of ongoing and future research. CASE PRESENTATION: Library faculty partnered with campus research leaders to create a daylong conference on research reproducibility, followed by a post-conference day with workshops and an additional seminar. Attendees came from nearly all schools and colleges on campus, as well as from other institutions, nationally and internationally. Feedback on the conference was positive, leading to efforts to sustain the momentum achieved at the conference. New networking and educational opportunities are in development. DISCUSSION: Libraries are uniquely positioned to lead educational and capacity-building efforts on campus around research reproducibility. Costs are high and partnerships are required, but such efforts can lead to positive change institution-wide.


Assuntos
Fortalecimento Institucional/organização & administração , Disseminação de Informação/métodos , Serviços de Biblioteca/organização & administração , Reprodutibilidade dos Testes , Pesquisa sobre Serviços de Saúde/organização & administração , Humanos , Bibliotecas Médicas
4.
JMIR Mhealth Uhealth ; 3(3): e81, 2015 Aug 12.
Artigo em Inglês | MEDLINE | ID: mdl-26268634

RESUMO

BACKGROUND: Mobile technology is pervasive and widely used to obtain information about drugs such as cannabis, especially in a climate of rapidly changing cannabis policy; yet the content of available cannabis apps is largely unknown. Understanding the resources available to those searching for cannabis apps will clarify how this technology is being used to reflect and influence cannabis use behavior. OBJECTIVE: We investigated the content of 59 cannabis-related mobile apps for Apple and Android devices as of November 26, 2014. METHODS: The Apple and Google Play app stores were searched using the terms "cannabis" and "marijuana." Three trained coders classified the top 20 apps for each term and each store, using a coding guide. Apps were examined for the presence of 20 content codes derived by the researchers. RESULTS: Total apps available for each search term were 124 for cannabis and 218 for marijuana in the Apple App Store, and 250 each for cannabis and marijuana on Google Play. The top 20 apps in each category in each store were coded for 59 independent apps (30 Apple, 29 Google Play). The three most common content areas were cannabis strain classification (33.9%), facts about cannabis (20.3%), and games (20.3%). In the Apple App Store, most apps were free (77%), all were rated "17+" years, and the average user rating was 3.9/5 stars. The most popular apps provided cannabis strain classifications (50%), dispensary information (27%), or general facts about cannabis (27%). Only one app (3%) provided information or resources related to cannabis abuse, addiction, or treatment. On Google Play, most apps were free (93%), rated "high maturity" (79%), and the average user rating was 4.1/5. The most popular app types offered games (28%), phone utilities (eg, wallpaper, clock; 21%) and cannabis food recipes (21%); no apps addressed abuse, addiction, or treatment. CONCLUSIONS: Cannabis apps are generally free and highly rated. Apps were most often informational (facts, strain classification), or recreational (games), likely reflecting and influencing the growing acceptance of cannabis for medical and recreational purposes. Apps addressing addiction or cessation were underrepresented in the most popular cannabis mobile apps. Differences among apps for Apple and Android platforms likely reflect differences in the population of users, developer choice, and platform regulations.

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