The uses of gamification in the cognitive mobilization of online citizen science
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Data de Publicação: | 2020 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Encontros Bibli |
Texto Completo: | https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373 |
Resumo: | Objective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation. On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects. |
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The uses of gamification in the cognitive mobilization of online citizen scienceOs usos da gamificação na mobilização cognitiva da ciência cidadã onlineGamificação Recompensas Atuação MotivaçãoCiência CidadãGamificationRewards Acting Motivation. Citizen Science Motivation Citizen ScienceObjective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation. On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects.Objetivo:O trabalho investigou os usos da gamificação na ciência cidadã online, onde se observou a dinâmica de atuação dos elementos de jogo presentes nas interfaces destas iniciativas, bem como a sua utilização no estímulo à participação e manutenção da atuação e do envolvimento dos cientistas cidadãos. Método:Foram selecionados e observados projetos caracterizados por experiências incorporando atividades de classificação de imagens e a tomada de decisões significativas por parte dos participantes. Resultados:Identificou-se que os principais recursos utilizados nas iniciativas investigadas foram os pontos, as insígnias e os quadros de líderes, onde foi possível perceber que as contribuições realizadas pelos participantes, bem como os resultados globais decorrentes das experiências permaneceram inacessíveis a eles em quase todas as iniciativas observadas. Conclusões:Observou-se que o uso da gamificação, por um lado, é capaz de amplificar tanto o público alvo envolvido quanto a sua permanência na realização das atividades propostas, atuando como um complemento motivacional, por meio de recompensas de participação. Por outro, é também uma ferramenta instrumental direcionando a atuação dos participantes, através das escolhas disponíveis nas interfaces dos projetos.Departamento de Ciência da Informação – UFSC2020-03-09info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionRevisão da Literaturaapplication/pdftext/xmlhttps://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e6637310.5007/1518-2924.2020.e66373Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21Encontros Bibli: revista electrónica de bibliotecología y ciencias de la información.; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; v. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-211518-2924reponame:Encontros Bibliinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/42708https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/53759Copyright (c) 2020 André Luiz Brazil, Sarita Albaglihttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessBrazil, André LuizAlbagli, Sarita2023-07-18T00:53:24Zoai:periodicos.ufsc.br:article/66373Revistahttps://periodicos.ufsc.br/index.php/eb/indexPUBhttps://periodicos.ufsc.br/index.php/eb/oaiencontrosbibli@contato.ufsc.br||portaldeperiodicos.bu@contato.ufsc.br1518-29241518-2924opendoar:2023-07-18T00:53:24Encontros Bibli - Universidade Federal de Santa Catarina (UFSC)false |
dc.title.none.fl_str_mv |
The uses of gamification in the cognitive mobilization of online citizen science Os usos da gamificação na mobilização cognitiva da ciência cidadã online |
title |
The uses of gamification in the cognitive mobilization of online citizen science |
spellingShingle |
The uses of gamification in the cognitive mobilization of online citizen science Brazil, André Luiz Gamificação Recompensas Atuação Motivação Ciência Cidadã Gamification Rewards Acting Motivation. Citizen Science Motivation Citizen Science |
title_short |
The uses of gamification in the cognitive mobilization of online citizen science |
title_full |
The uses of gamification in the cognitive mobilization of online citizen science |
title_fullStr |
The uses of gamification in the cognitive mobilization of online citizen science |
title_full_unstemmed |
The uses of gamification in the cognitive mobilization of online citizen science |
title_sort |
The uses of gamification in the cognitive mobilization of online citizen science |
author |
Brazil, André Luiz |
author_facet |
Brazil, André Luiz Albagli, Sarita |
author_role |
author |
author2 |
Albagli, Sarita |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Brazil, André Luiz Albagli, Sarita |
dc.subject.por.fl_str_mv |
Gamificação Recompensas Atuação Motivação Ciência Cidadã Gamification Rewards Acting Motivation. Citizen Science Motivation Citizen Science |
topic |
Gamificação Recompensas Atuação Motivação Ciência Cidadã Gamification Rewards Acting Motivation. Citizen Science Motivation Citizen Science |
description |
Objective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation. On the other hand, it is also an instrumental tool directing the participants' actions, through the choices available in the interfaces of the projects. |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-03-09 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Revisão da Literatura |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373 10.5007/1518-2924.2020.e66373 |
url |
https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373 |
identifier_str_mv |
10.5007/1518-2924.2020.e66373 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/42708 https://periodicos.ufsc.br/index.php/eb/article/view/1518-2924.2020.e66373/53759 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2020 André Luiz Brazil, Sarita Albagli https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2020 André Luiz Brazil, Sarita Albagli https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf text/xml |
dc.publisher.none.fl_str_mv |
Departamento de Ciência da Informação – UFSC |
publisher.none.fl_str_mv |
Departamento de Ciência da Informação – UFSC |
dc.source.none.fl_str_mv |
Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21 Encontros Bibli: revista electrónica de bibliotecología y ciencias de la información.; Vol. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21 Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação; v. 25 (2020): SEM CIÊNCIA NÃO HÁ FUTURO; 01-21 1518-2924 reponame:Encontros Bibli instname:Universidade Federal de Santa Catarina (UFSC) instacron:UFSC |
instname_str |
Universidade Federal de Santa Catarina (UFSC) |
instacron_str |
UFSC |
institution |
UFSC |
reponame_str |
Encontros Bibli |
collection |
Encontros Bibli |
repository.name.fl_str_mv |
Encontros Bibli - Universidade Federal de Santa Catarina (UFSC) |
repository.mail.fl_str_mv |
encontrosbibli@contato.ufsc.br||portaldeperiodicos.bu@contato.ufsc.br |
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