Barriers and facilitators to requesting accommodation among individuals with psychiatric disabilities: A qualitative approach

2021 ◽  
pp. 1-12
Author(s):  
Shengli Dong ◽  
Olivia Eto ◽  
Caroline Spitz

BACKGROUND: Employees with psychiatric disabilities experience a great amount of workplace challenges such as lacking workplace supports and job accommodations. There is a lack of research surrounding job accommodations for persons with psychiatric disabilities within the United States. Thus, research is warranted to understand how to meet the needs of this population via accommodations. OBJECTIVE: This study examined barriers and facilitators to requesting accommodations among employees with psychiatric disabilities through a qualitative approach. METHODS: This study recruited 120 participants from multiple agencies serving individuals with psychiatric disabilities in the United States. Themes regarding barriers and facilitators were identified using the conventional content analysis approach. RESULTS: The most commonly identified themes were employees’ fear and anxiety negatively impacting accommodation seeking behaviors, employer discrimination and non-inclusive workplace culture, and employers lack knowledge of disabilities and ADA. Participants also identified positive experiences in requesting accommodations. CONCLUSION: Rehabilitation professionals and employers may utilize current findings, facilitate a positive and inclusive workplace environment and assist employees with disabilities to take full advantage of workplace resources and job accommodation to exert their potentials.

mezurashii ◽  
2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Erman Ardhi Yunanta ◽  
Cuk Yuana

Abstrak: Manga adalah cerita yang menekankan pada gerak dan tindakan yang ditampilkan lewat urutan gambar yang dibuat secara khas dengan paduan kata-kata. Manga Kuroko no Basket Extra Game adalah sekuel dari Kuroko No Basket, yang bercerita tentang pertandingan basket jalanan antara team Vorpal Swords yang terdiri dari para Miracle Generation ditambah Kuroko Tetsuya, Kagami Taiga, dan beberapa pemain lainnya dalam melawan tim street ball asal Amerika Serikat, Jabberwock. Penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif. Data diperoleh dengan metode dan teknik yang mengacu pada dokumen. Berdasarkan analisis dari 16 data dapat dikemukakan bahwa ada 3 makna kalimat imperatif yaitu fungsi perintah, fungsi permohonan, dan fungsi larangan. Oleh karena itu, dari 16 data tersebut, dikategorikan dalam 8 data memiliki fungsi perintah, 6 data memiliki fungsi permintaan, dan 5 data memiliki fungsi larangan. Makna suatu kalimat imperatif dapat dimengerti dari konteks dan penanda lingual yang digunakan. Pada situasi tertentu dan berdasarkan pada karakter yang dimiliki oleh penutur dapat mempengaruhi penggunaan penanda lingual dalam suatu kalimat.Kata kunci: Manga, Kalimat Imperatif, Makna  Abstract: Manga is a story that emphasizes motion and action that is displayed through a sequence of images that are made distinctively with a combination of words. Kuroko no Basket Extra Game manga is a sequel to Kuroko No Basket, which tells the story of a street basketball match between the Vorpal Swords team consisting of the Miracle Generation plus Kuroko Tetsuya, Kagami Taiga, and several other players against the street ball team from the United States, Jabberwock. This study uses a descriptive method with a qualitative approach. Data obtained by methods and techniques that refer to documents. Based on the analysis of 16 data it can be argued that there are 3 meanings of imperative sentences, namely the command function, the request function, and the prohibition function. Therefore, of the 16 data, 8 data has a command function, 6 data has a request function, and 5 data has a prohibition function. The meaning of an imperative sentence can be understood from the context and lingual markers used. In certain situations and based on the character possessed by the speaker, it can affect the use of lingual markers in a sentence.Keywords: Manga, Imperative Sentences, Meaning


Author(s):  
Melissa Ames

While television has always played a role in recording and curating history, shaping cultural memory, and influencing public sentiment, the changing nature of the medium in the post-network era finds viewers experiencing and participating in this process in new ways. They skim through commercials, live tweet press conferences and award shows, and tune into reality shows to escape reality. This new era, defined by the heightened anxiety and fear ushered in by 9/11, has been documented by our media consumption, production, and reaction. In Small Screen, Big Feels, Melissa Ames asserts that TV has been instrumental in cultivating a shared memory of emotionally charged events unfolding in the United States since September 11, 2001. She analyzes specific shows and genres to illustrate the ways in which cultural fears are embedded into our entertainment in series such as The Walking Dead and Lost or critiqued through programs like The Daily Show. In the final section of the book, Ames provides three audience studies that showcase how viewers consume and circulate emotions in the post-network era: analyses of live tweets from Shonda Rhimes's drama, How to Get Away with Murder (2010--2020), ABC's reality franchises, The Bachelor (2002--present) and The Bachelorette (2003--present), and political coverage of the 2016 Presidential Debates. Though film has been closely studied through the lens of affect theory, little research has been done to apply the same methods to television. Engaging an impressively wide range of texts, genres, media, and formats, Ames offers a trenchant analysis of how televisual programming in the United States responded to and reinforced a cultural climate grounded in fear and anxiety.


2018 ◽  
Vol 1 (7) ◽  
pp. e184595 ◽  
Author(s):  
Benjamin J. Resio ◽  
Alexander S. Chiu ◽  
Jessica R. Hoag ◽  
Lawrence B. Brown ◽  
Marney White ◽  
...  

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