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#ECOTUBEX2018: A gamified crowdsourcing experience in Higher Education

    1. [1] Universidad de Extremadura

      Universidad de Extremadura

      Badajoz, España

  • Localización: Edunovatic 2018. Conference Proceedings: 3rd Virtual International Conference on Education, Innovation and ICT. 17-19 December, 2018, 2019, ISBN 978-94-92805-08-9, pág. 572
  • Idioma: inglés
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  • Resumen
    • The aim of this paper is to propose a theoretical framework of a gamified crowdsourcing experience and apply it to a Higher Education real case: #ECOTUBEX2018 (https://ecouex.es/ecotubex/), a gamified video creation contest created by professors of AEDIMARK R&D Group and the Faculty of Business and Economics of the University of Extremadura (Spain). Through crowdsourcing, organizations’ tasks can be outsourced and resources can be collected from different crowds and/or stakeholders. Furthermore, in order to increase the level and quality of participation, crowdsourcing activities can include a gamified design approach as a motivational element (Morschheuser et al., 2017). This implies the integration of game elements in no-game contexts to achieve a change in individuals’ behavior. Gamified crowdsourcing systems have been developed in different settings: Industry, Health or, as in our case, Higher Education. The relevance of creating a theoretical framework in this context can serve as a basis of a future and fruitful research with major implications for academics and practitioners. In fact, there is not a unified model and/or theory of gamified crowdsourcing systems in the literature. The aforementioned theoretical framework could represent a first step to design gamified crowdsourcing systems and processes in Higher Education and thus enhance our understanding about how to improve their effectiveness and success in this context. Gamified crowdsourcing, as a research domain, offers a promising future in a key setting such as Higher Education. #ECOTUBEX2018 video contest is a practical experience in Higher Education that has been created under these premises, leading to successful results. #ECOTUBEX2018 was created with the objective of collecting video content from students in the JE SUIS ECONPLUS YouTube channel (https://www.youtube.com/c/JESUISECONPLUS_OFFICIAL to help them (students) to enhance their creativity and digital competences Crowdsourced content creation shifts the burden of education, helping students to build connections between content and their own prior understandings on a specific knowledge domain (Hills, 2015). By incorporating a gamified design approach into these crowdsourcing systems, students’ motivation and, as a consequence, engagement in the teaching-learning process may reach higher levels of success and final marks. #ECOTUBEX2018 video contest due to its gamified crowdsourcing design, achieved more than 150 participants and 60 videos, and the YouTube channel aggregates above 50.000 views. Based on the above results, crowdsourcing seems to be a potential mechanism for Higher Education, and most of all, a powerful means to being able to collect different educational resources. In addition to this, the joint use of crowdsourcing together with gamification enhances the intensity and effectiveness of this practical experience in Higher Education as it was confirmed in #ECOTUBEX2018.


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