1,800 research outputs found

    The Cool Medium. The Global Pedagogy of ePortfolio in the Foreign Language Classroom

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    The student-centered and integrative pedagogy of ePortfolio finds perfect applicability in the foreign language classroom. In contrast, textbooks for Italian language elementary courses, for the most part, implement a traditional and grammatical based methodological approach which hiders the process of ePortfolio integration which instead places greater emphasis on global and integrative pedagogy. The study discusses the implications these factors hold in preparing foreign languages instructors to use ePortfolio technology underlining its role as a cool medium which provides meaningful impact on student learning and participatio

    Utilização de rede social para fins de crowdsourcing

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    Mestrado em GestãoThe increasing use of social network got the attention of researchers and organizations. The knowledge created and shared within the social network group, which is useful to organizations, is the object of this research. The study proposes a conceptual model, based literature review of previous researches in order to enphasize the relevant aspects that influence the communication within an online group. A longitudinal empirical research was applied at an online group, placed at the professional social network Linkedin. An empirical model emerged and a discussion was established over the most relevant components at an online group, to stimulate communication within, and they appeared to be divided in three major groups: member, the groups’ characteristic itself and shared content specification.A crescente utilização das medias sociais chamou a atenção de pesquisadores e organizações. O conhecimento criado e compartilhado dentro do grupo das medias sociais, que é útil para as organizações, é o objecto desta pesquisa. O estudo propõe um modelo conceptual, baseado em revisão de literatura de pesquisas anteriores, a fim de enfatizar os aspectos relevantes que influenciam a comunicação dentro de um grupo online. Uma pesquisa longitudinal empírica foi aplicada em um grupo online, situado na rede social profissional Linkedin. Um modelo empírico e surgiu uma discussão foi estabelecida ao longo dos componentes mais relevantes em um grupo online, para estimular a comunicação, os aspectos demonstraram-se estar divididos em três grupos principais: membros, característica dos grupos em si e especificações de conteúdo compartilhado

    HOW DOES AWARENESS OF TASK CONFLICT MOTIVATE WIKI-BASED COLLABORATIVE LEARNING? A DESIGN SCIENCE APPROACH

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    Lack of motivation is a serious problem in wiki-based collaboration process. The original wiki is designed to hide authorship information. Such design may hinder users from being aware of task conflict, resulting in undesired outcomes (e.g., lack of motivation, and suppressed knowledge exchange activities). This research-in-progress tries to motivate students to participate in wiki-based collaborative learning project by increasing awareness of task conflict. Two tools were proposed to solve problems caused by lack of task conflict clues, such as low level of motivation, content trust, knowledge exchange, and sense of audience. A field test was executed to evaluate new designs. We propose to invite active participants from the field test and use focus group interview to explain how awareness of task conflict motivates participation in collaborative learning. This research-inprogress has the potential to lead to various theoretical and practical implications. For example, the results will enhance the literature on task conflict and user motivation, help platforms design motivation mechanisms

    E3: Emotions, Engagement, and Educational Digital Games

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    The use of educational digital games as a method of instruction for science, technology, engineering, and mathematics has increased in the past decade. While these games provide successfully implemented interactive and fun interfaces, they are not designed to respond or remedy students’ negative affect towards the game dynamics or their educational content. Therefore, this exploratory study investigated the frequent patterns of student emotional and behavioral response to educational digital games. To unveil the sequential occurrence of these affective states, students were assigned to play the game for nine class sessions. During these sessions, their affective and behavioral response was recorded to uncover possible underlying patterns of affect (particularly confusion, frustration, and boredom) and behavior (disengagement). In addition, these affect and behavior frequency pattern data were combined with students’ gameplay data in order to identify patterns of emotions that led to a better performance in the game. The results provide information on possible affect and behavior patterns that could be used in further research on affect and behavior detection in such open-ended digital game environments. Particularly, the findings show that students experience a considerable amount of confusion, frustration, and boredom. Another finding highlights the need for remediation via embedded help, as the students referred to peer help often during their gameplay. However, possibly because of the low quality of the received help, students seemed to become frustrated or disengaged with the environment. Finally, the findings suggest the importance of the decay rate of confusion; students’ gameplay performance was associated with the length of time students remained confused or frustrated. Overall, these findings show that there are interesting patterns related to students who experience relatively negative emotions during their gameplay

    The power of organized fandoms in the age of Web 2.0:the Snyder Cut

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    Abstract. The internet has given many individuals the chance to connect with each other in a virtual manner and engage in discussions concerning topics they are interested in a new and modern fashion. Fandoms can be described as a designated culture of emotion, aiming to encourage individuals to experience culture with a heightened sense of enthusiasm, emotional involvement, and strong attachments. This thesis seeks to investigate the different impacts that fandoms can have on the internet, via an analysis of the subreddit r/DC_Cinematic, which is one of the various communities on the internet where fans demanded for director’s Zack Snyder’s Justice League film to be released, after allegations of his vision being replaced by the theatrical release directed by Joss Whedon. In this subreddit, different posts were examined, along with its comments. The dataset was retrieved using RStudio, with the data extraction toolkit known as RedditExtractoR. The dataset was organized to allow for analysis, and the results were summarized for the thesis. The results were discussed based on previous literature, and implications for research and practice are identified. It was found that individuals became motivated to join the Snyder Cut movement because they wanted to share their emotions, expectations, shared experiences, and increase their sense of belonging surrounding the movement. Moreover, individuals were twice as likely to encounter positive than negative engagement, with the most frequent signs of positivity being support, guidance, encouragement, respect and expressing or developing a sense of community. On the other hand, the most frequent signs of negativity involved facing or expressing negative and extremist thoughts and behaviours, as well as facing or finding toxic behaviours from those that support or not the Snyder Cut. The factors that were believed to have contributed to the success and release of the Snyder Cut were the support for the cut, the desire to see Snyder’s vision, and the theory of Warner Brothers using the Snyder Cut to market their then yet-to-be-released new streaming platform HBO Max

    Evaluación de aplicaciones educativas de AR con estudiantes adultos

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    There is a growing interest in the educational applications of Augmented Reality (AR). While most applications of these technologies have been examined in the context of children education, our knowledge about their usefulness in adult education is deficient and particularly more in the category of Location-Based Augmented Reality (LBMAR) games, so the aim of this thesis is to examine the opinions of adult learners (young, middle-aged and elderly) about one particular LBMAR game, the “Ingress”. The main problems addressed by this research comprise questions relating to the usefulness of some key technological components of AR in education (secondarily) and to aspects of training adults by using AR (primarily). As concerns the technological aspects, i.e. "which one of the three types of AR (marker-based, markerless, location-based) is more often associated with naturalistic approaches and what are their relative advantages?”, this research showed that naturalistic approaches applied to marker-based AR enhance active participation in virtual environments, motivate learners, promote personal involvement in conquering new information, offer different perspectives of the content and arouse interest for knowledge. In the case of markerless AR, naturalistic designs foster participants’ collaboration in games, enhance interactivity, offer panoramic views, visualization, and the possibility to examine the role of visual controls. Moreover, naturalistic approaches applied to location-based AR are suitable for designing multidisciplinary applications, can be used for training and have the possibility to be designed so as to account for locality and context. The fact that, as appears from the peer-reviewed literature that was examined, the location-based AR technologies are more appropriate for education and for smartphones, hints that a deeper examination of their potential usefulness for education (and for adult education in particular) might be interesting. As concerns the educational aspects, which also constitute the main focus of the thesis, these focus on the exploration of the usefulness of the LBMAR game “Ingress” in adult education, by answering two intertwined questions: a) how to assess opinions of adult learners about the LBMAR game “Ingress”? and b) what do adult learners think about this game and how do they perceive its features? Providing answers to these questions is tantamount to receiving adequate results from quantitative and qualitative empirical research which would be designed so as to explore their opinions, views and attitudes with respect to this LBMAR game. Hence, 45 adult persons from Greece, aged 20 to 62,cooperated as subjects of this research. They followed a short introductory informal training (on AR, VR, MAR and the games that are relevant to these technologies) by the researcher of this thesis and were subsequently given the instructions of how to use “Ingress” on a smartphone. The quantitative research was carried out before and after training and all trainees participated by filling 31 Likert-type closed questions before and after training. The qualitative research was based on the analysis of their responses to two different sets of open-ended questions. The first set consisted in 5 such questions to which answered 24 participants and the second set had 2 broader questions to which responded 36 participants. This research showed the advantages for adult education of integrating the ARCS model into the learning phase of an LBMAR game. Specifically, it was shown that using Keller’s widely known “ARCS model” (Attention – Relevance – Confidence - Satisfaction) enabled the classification of users’ responses with respect to their interaction with the game and is therefore useful in evaluating adult education with LBMAR games. The players’ responses did not change linearly with their age and the training has had different impact on each age group of learners. Also, statistical analyses proved that training increased the scores of the factors of ARCS model. Other results of this research showed that those over 36 years old focused more on the facts that the play of “Ingress” is primarily a geographical game and its scenario reflects interesting discussions about the evolution of humanity. Participants in the age groups 20–35 and >52 agreed that the game does not have idle phases, that it combines excitement with insecurity, and that it is pleasant to play locally a game of planetary proportions.Another age-related observation concerned the answers to the question (“How do you feel when you endow the geographical space with personal preferences?”) between age groups with age groups agreeing in pairs: the first two age groups (20–30) and (30–40) agreed more than with the last two (40–50) and (50–60). Yet, in question “Do you think that the game offers opportunities for learning and teaching geography, building on your previous geographical knowledge?” , there was an overlap in the responses of participants among age groups. As for the first question, the most critical concept was: “the users feel a kind of nostalgia”, followed by the concept “the users consider portals as personal creations”. In the case of the second question, the most critical concept was that the participants believe that the game offers entirely new opportunities for education in geography, compared with their previous experiences. This fosters an evidence of constructivist approaches to adult education and, also, relevance of some other prominent theories of adult education such as humanism. Methodologically, this research it was shown that content analysis is a valuable method for exploring opinions and attitudes of adult users towards MAR games and Jaccard indices can be used to quantitatively explore themes emerging from content analysis. Content analysis was performed on the users’ responses qualitatively in order to identify characteristic sentences expressing attitudes and opinions. For the quantitative assessment of similarities between responses for each question and subconcept, the Jaccard similarity index was calculated pair-wise for every pair of participants. In addition to the Jaccard indices and furthering the scope of new methods for content analysis, this thesis shows how to use Social Network Analysis (SNA) to model concept maps, thus opening up excellent opportunities to create visualizations of concepts and their inter-relationships. Quantitative aspects of SNA analysis (i.e. by using radial centrality and information centrality) provide mechanisms suitable to measure internal relationships in concept maps (in addition to visual inspection) that would not otherwise be visible. Using SNA enabled the classification of users’ responses with respect to their interaction with the game and therefore was a fruitful approach for education that involves MAR games. Furthermore, with this novelty, it is shown how texts derived from interviews or from responses to open questions by different individuals can be analyzed both qualitatively and quantitatively with SNA. Concluding, this research has produced novelties at both the educational and the methodological levels. As concerns adult education, it was shown that i) LBMAR games are suitable for it, ii) adult education about them can be enhanced by following Keller’s ARCS model, iii) perception and satisfaction of adult learners depends on age, and iv) certain theories of adult education (i.e. constructivism and humanism) can be relevant when adult learners use LBMAR games such as “Ingress”. As concerns methods of educational research, this research suggested entirely new methods, for first time ever, for analyzing data that are derived from trainees' responses to open questions. These new methods are content analysis of the participants’ responses with the use of Jaccard indices and methods of SNA and can have a wider applicability to educational research.Existe un creciente interés por las aplicaciones educativas de la Realidad Aumentada (RA). Mientras que la mayoría de las aplicaciones de estas tecnologías se han examinado en el contexto de la educación infantil, nuestro conocimiento sobre su utilidad en la educación de adultos es deficiente y, en particular, más en la categoría de juegos de Realidad Aumentada Basada en la Localización (LBMAR), por lo que el objetivo de esta tesis es examinar las opiniones de los estudiantes adultos (jóvenes, de mediana edad y mayores) sobre un juego LBMAR, el "Ingress". Los principales problemas que aborda esta investigación comprenden cuestiones relacionadas con la utilidad de algunos componentes tecnológicos de la RA en la educación (secundariamente) y con aspectos de la formación de adultos mediante el uso de la RA (principalmente). En cuanto a los aspectos tecnológicos, es decir "¿cuál de los tres tipos de RA (basada en marcadores, sin marcadores, basada en la localización) se asocia más a los enfoques naturalistas y cuáles son sus ventajas relativas?", esta investigación demostró que los enfoques naturalistas aplicados a la RA basada en marcadores potencian la participación activa en entornos virtuales, motivan a los alumnos, promueven la implicación personal en la conquista de nueva información, ofrecen diferentes perspectivas del contenido y despiertan el interés por el conocimiento. En el caso de la RA sin marcadores, los diseños naturalistas fomentan la colaboración de los participantes en los juegos, mejoran la interactividad, ofrecen vistas panorámicas, visualización y la posibilidad de examinar los controles visuales. Además, los enfoques naturalistas aplicados a la RA basada en la localización son adecuados para el diseño de aplicaciones multidisciplinares, pueden utilizarse para la formación y tienen la posibilidad de diseñarse teniendo en cuenta la localidad y el contexto. El hecho de que, como se desprende de la literatura revisada por pares que se examinó, las tecnologías de RA basadas en la localización son más apropiadas para la educación y para los teléfonos smartphones, sugiere que podría ser interesante un examen más profundo de su utilidad potencial para la educación (y para la educación de adultos en particular). En cuanto a los aspectos educativos, que también constituyen el foco principal de la tesis, éstos se centran en la exploración de la utilidad del juego LBMAR "Ingress" en la educación de adultos, respondiendo a dos preguntas entrelazadas: a) ¿cómo evaluar las opiniones de los alumnos adultos sobre el juego LBMAR "Ingress"? y b) ¿qué piensan los alumnos adultos sobre este juego y cómo perciben sus características? Dar respuesta a estas preguntas equivale a recibir resultados adecuados de una investigación empírica, cuantitativa y cualitativa, que se diseñaría para explorar sus opiniones, puntos de vista y actitudes con respecto a este juego LBMAR. Por lo tanto, 45 personas adultas de Grecia, con edades entre 20 y 62 años, colaboraron como sujetos de esta investigación. Siguieron una breve formación informal introductoria por parte del investigador de esta tesis (sobre RA, realidad virtual, RA móvil, y sobre los juegos relacionados con estas tecnologías) y posteriormente se les dieron las instrucciones de cómo utilizar "Ingress" en un smartphone. La investigación cuantitativa se llevó a cabo antes y después de la formación y todos los alumnos participaron respondiendo a 31 preguntas cerradas del tipo Likert antes y después de la formación. La investigación cualitativa se basó en el análisis de sus respuestas a dos conjuntos diferentes de preguntas abiertas. El primer conjunto constaba de 5 preguntas de este tipo (a las que respondieron 24 participantes) y el segundo conjunto tenía 2 preguntas más amplias, a las que respondieron 36 participantes. La investigación cuantitativa mostró las ventajas para la educación de adultos de integrar el modelo ARCS en la fase de aprendizaje de un juego LBMAR. En concreto, se demostró que la utilización del conocido "modelo ARCS" de Keller (Atención - Relevancia - Confianza - Satisfacción) permitió clasificar las respuestas de los usuarios con respecto a sus interacciones con el juego y, también, es útil para evaluar la educación de adultos con juegos LBMAR. Las respuestas de los jugadores no cambiaron linealmente con su edad y el entrenamiento ha tenido un impacto diferente en cada grupo de edad de los alumnos. Además, los análisis estadísticos demostraron que el entrenamiento aumentó las puntuaciones de los factores del modelo ARCS. Otros resultados de esta investigación mostraron que los mayores de 36 años se centraron más en el hecho de que el juego "Ingress" es principalmente un juego geográfico y su escenario refleja interesantes debates sobre la evolución de la humanidad. Las opiniones de los participantes de los grupos de edad de 20-35 y >52 coincidieron en que el juego no tiene fases ociosas, que combina la emoción con la inseguridad y que es agradable jugar a nivel local a un juego de proporciones planetarias. Otra observación relacionada con la edad se refería a las respuestas a la pregunta ("¿Cómo te sientes cuando dotas al espacio geográfico de preferencias personales?") entre grupos de edad que coincidían: los dos primeros grupos de edad (20-30) y (30-40) estaban más de acuerdo que los dos últimos (40-50) y (50-60). Sin embargo, en la pregunta "¿Crees que el juego ofrece oportunidades para aprender y enseñar geografía, aprovechando tus conocimientos geográficos previos?" hubo un solapamiento en las respuestas de los participantes entre los grupos de edad. En cuanto a la primera pregunta, el concepto más crítico fue: "los usuarios sienten una especie de nostalgia", seguido del concepto "los usuarios consideran los portales como creaciones personales". En el caso de la segunda pregunta, el concepto más crítico fue que los participantes creen que el juego ofrece oportunidades totalmente nuevas para la educación en geografía en comparación con sus experiencias anteriores. Esto fomenta una evidencia de los enfoques constructivistas de la educación de adultos y, también, la relevancia de algunas otras teorías prominentes de la educación de adultos, como el humanismo. Metodológicamente, esta investigación demostró también que el análisis de contenido es un método valioso para explorar las opiniones y actitudes de los usuarios adultos hacia los juegos MAR y los índices de Jaccard pueden utilizarse para explorar cuantitativamente los temas que surgen del análisis de contenido. El análisis de contenido se realizó sobre las respuestas de los usuarios de forma cualitativa para identificar las frases características que expresan actitudes y opiniones. Para la evaluación cuantitativa de las similitudes entre las respuestas de cada pregunta y subconcepto, se calculó el índice de similitud de Jaccard por parejas para cada par de participantes. Además de los índices de Jaccard y de ampliar el alcance de los nuevos métodos de análisis de contenido, esta tesis muestra cómo utilizar el Análisis de Redes Sociales (Social Networks Analysis - SNA) para modelar los mapas conceptuales, abriendo así excelentes oportunidades para crear visualizaciones de los conceptos y sus interrelaciones. Los aspectos cuantitativos del análisis SNA (es decir mediante el uso de la centralidad radial y la centralidad de la información) proporcionan mecanismos adecuados para medir las relaciones internas en los mapas conceptuales (además de la inspección visual) que de otro modo no serían visibles. El uso del SNA permitió la clasificación de las respuestas de los usuarios con respecto a su interacción con el juego y, por lo tanto, fue un enfoque fructífero para la educación que involucra los juegos MAR. Además, con esta novedad, se muestra cómo los textos derivados de las entrevistas o de las respuestas a las preguntas abiertas de diferentes individuos pueden ser analizados tanto cualitativamente como cuantitativamente usando SNA. En conclusión, esta investigación ha aportado novedades, tanto a nivel educativo como metodológico. En lo que respecta a la educación de adultos, se ha demostrado que i) los juegos LBMAR son adecuados para ella, ii) la educación de adultos sobre ellos puede mejorarse siguiendo el modelo ARCS de Keller, iii) la percepción y la satisfacción de los alumnos adultos depende de la edad, y iv) ciertas teorías de la educación de adultos (es decir, el constructivismo y el humanismo) pueden ser relevantes cuando los alumnos adultos utilizan juegos LBMAR como "Ingress". En cuanto a los métodos de investigación educativa, esta investigación sugirió métodos totalmente nuevos para analizar los datos que se derivan de las respuestas de los alumnos a las preguntas abiertas. Estos nuevos métodos son el análisis de contenido de las respuestas de los participantes con el uso de los índices de Jaccard y los métodos de SNA y pueden tener una aplicabilidad más amplia a la investigación educativa

    Sosiaalisen median avulla yli kierrätyksen haasteiden vuoden 2021 Euroopan ympäristöpääkaupungissa

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    Continuous development of urban areas poses challenges for sustainable use of resources and the management of complex waste streams. Recycling is seen as a solution for promoting sustainability, especially at the individual-level where waste sorting creates preconditions for successful material recovery operations. Behavior change strategies aim to encourage individuals to implement recycling practices in their daily lives. The effectiveness of behavior change strategies is achieved by broadly influencing capability, opportunity, and motivation to recycle, however, studies claim that many existing strategies are unable to do so. This study aims to gain an understanding in how extensively a municipal recycling service provider’s online communication on social media platforms (Instagram, Facebook, YouTube) enhances capability, opportunity, and motivation to recycle by communicating about means to overcome recycling barriers. Specifically, the study is interested in examining what types of recycling barriers are addressed in online communication and through which means it aims to deliver assistance for overcoming these barriers. Lastly, this study aims to explore the role of social media platform-based online communication as a channel to promote individual recycling behavior. This study focuses on social media materials published by a municipal service provider in the European Green Capital of 2021. The empirical material builds on a set of data collected from public and locatable online sources. The analysis includes 96 different types (pictural, textual, video) of recycling-themed online content. The data was analyzed by conducting qualitative content analysis. The results indicated that online communication addresses a broad range of recycling barriers. The most common means to overcome these was information provision through which the company aimed to increase knowledge and understanding of recycling practices. Although information provision alone is claimed to be insufficient to profoundly change behavior, results showed that it could serve as a means to generate a broad influence on areas behind behavior formation. The result of this study suggests that social media platforms as channels for online communication have the potential to create preconditions for overcoming recycling barriers especially through the means of information provision. The development of more profound recycling behavior, however, needs to include a broader range of collaborative information, motivation, and engagement elements that could engage and encourage people to implement more profound recycling behavior. This calls for future research that discovers means to stimulate behavior formation widely to support overcoming recycling barriers and the implementation of profound recycling behavior in everyday lives

    Gamification of e-Learning: an investigation into the influence of gamification on student motivation.

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    Master of Commerce in Information Systems & Technology. University of KwaZulu-Natal, Durban, 2017.Traditional teacher-centred learning is being confronted by an increasing awareness of the value of student-centred learning. E-learning, despite its limitations, is often presented as a solution to learning challenges prevalent in teacher-centred learning since it affords students greater control of the learning process. Combined with this, academics are increasingly competing for students’ attention and struggle to motivate students. However, students, when confronted with the array of games and social media platforms available, willingly dedicate several hours glued to their screens socialising, engaging and gaming. Such willingness to engage these so-called distractions whilst displaying reluctance to engage their academic work may be attributed to a lack of motivation. This is even more prevalent in the domain of e-learning. Adopting an embedded mixed methods case study design, this study explored the influence of gamification of e-learning on motivation. Herein, expectations and factors influencing experiences of gamification of e-learning were explored. Furthermore, through Self-Determination Theory (SDT) & Intrinsic Motivation Inventory (IMI) as theoretical lenses, this study explored how gamification of e-learning influences motivation. Gamification is conceptualised as an objective-driven user-centred technique which integrates game mechanics, dynamics and game aesthetics into real-world contexts to motivate behaviour. Gartner envisages that by 2020, gamification will be deeply integrated into the prevalent higher education structures. Whilst many applications of gamification aim towards enhancing classroom-based learning, the exploration of gamification of e-learning in higher education, particularly in a developing country, remains an emerging domain of research. This research found that participants experienced gamification and various game elements differently, based on their BrainHex gamer profiles. In terms of SDT, whilst progression through the gamified course was guided and consistent, with all participants progressing as a single group, they experienced a sense of autonomy. Participants also experienced a greater sense of competence and relatedness in engaging with the gamified course. In the context of IMI, participants’ experiences suggest that gamification was valuable, increased curiosity and was effective for learning. However, they reported experiencing tension and a high degree of effort required by the gamified course. Students expected transparency in terms of scoring and raised queries where required. They generally preferred visual cues whilst engaging with the gamified course, expected almost real-time feedback in terms of scoring and resolution of queries, but had varying views on which game elements motivated them. Essentially, it was found that gamification positively influenced participants’ motivation. However, it must be noted that whilst gamification motivated students, some experienced demotivation. Contributing factors include not understanding the game from the outset, being demotivated by not earning frequent rewards and losing progress in the game due to external factors

    Understanding the current trends in mobile crowdsensing - a business model perspective: case MyGeo Trust

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    Crowdsensing and personal data markets that have emerged around it have rapidly gained momentum in parallel with the appearance of mobile devices. Collecting information via mobile sensors and the applications relying on these, the privacy of mobile users can be threatened, especially in the case of location-related data. In 2015, a research project called MyGeoTrust was initiated to investigate this issue. One aim of the project was to study the potential business models for a trusted, open-source crowdsourcing platform. This study, carried within the MyGeoTrust project, reviews existing literature about business models, location-based services, and open-source software development. It then investigates the relationship between these topics and mobile crowdsensing. As a whole, this thesis provides an overview on the development of location-based services, as well as the current trends and business models in crowdsensing. The empirical part of the thesis employs embedded case study methodology, acquiring empirical data from several sources. The analyzed case is the MyGeoTrust project itself, and other empirical data is collected via market analysis, interim reports, a user survey, and semi-structured interviews. This material forms the baseline for the empirical study and project-specific recommendations. The findings suggest that creating a two- or multisided platform is the most robust business model for mobile crowdsensing. The identified benefits of platform-based business models include facilitating the value exchange between self-governing groups and possibilities to build positive network effects. This is especially the case with open-source software and open data since the key value for users - or “the crowd” in other terms - is created through network effects. In the context of open business models, strategic planning, principally licensing, plays a central role. Also, for a differentiated platform like MyGeoTrust finding the critical mass of users is crucial, in order to create an appealing alternative to current market leaders. Lastly, this study examines how transformational political or legal factors may shape the scene and create requirements for novel, privacy-perceiving solutions. In the present case study, the upcoming European Union (EU) General Data Protection Regulation (GDPR) legislation is a central example of such a factor
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