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Abstract

Details

Culturally Responsive Strategies for Reforming STEM Higher Education
Type: Book
ISBN: 978-1-78743-405-9

Book part
Publication date: 14 January 2019

Abstract

Details

Culturally Responsive Strategies for Reforming STEM Higher Education
Type: Book
ISBN: 978-1-78743-405-9

Article
Publication date: 16 May 2016

Anita Greenhill, Kate Holmes, Jamie Woodcock, Chris Lintott, Brooke D Simmons, Gary Graham, Joe Cox, Eun Young Oh and Karen Masters

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen…

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Abstract

Purpose

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science platform. The paper also investigates gamised activity (Greenhill et al., 2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu et al., 2012). These concepts are explored through close scrutiny of the online citizen science platform Zooniverse.org.

Design/methodology/approach

Qualitative techniques with an interpretivist approach are used to analyse online content found within citizen science platforms, related forums and social media by examining incidents of play, socialisation, fun and amusement to investigate how these aspects are applied as a form of user motivation.

Findings

The authors find that when users classify crowdsourced tasks voluntarily it does not matter how users are classifying as long as it is accurately. However, what does matter is why they are doing it particularly because of the complex processes that builds relationships between users and the platform. The authors present a conceptual model to enable deeper understandings of how forms of social interaction and play are motivating users contributing to citizen science project to participate in the online processes.

Practical implications

The findings of this paper provide practical implications for how citizen science, and also other crowdsourcing platforms, can engage with notions of play and gamification to motivate participation.

Originality/value

Using detailed examples of online content, the authors reveal how participants of the Zooniverse.org demonstrate aspects of “gamised” behaviour. The authors argue that the exploration of gaming as well as play provides evidence that contributing to citizen science projects can be both utilitarian and hedonic.

Details

Aslib Journal of Information Management, vol. 68 no. 3
Type: Research Article
ISSN: 2050-3806

Keywords

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