11 research outputs found

    Efeitos negativos e limitações da gamificação no período entre 2005 e 2020: uma revisão sistemática da literatura

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    A gamificação tem sido definida como a aplicação de elementos de jogo a contextos que não são de jogo (Deterding et al, 2011), de forma a promover comportamentos nos indivíduos (Hamari & Koivisto, 2015). A investigação acerca da gamificação tem sido desenvolvida numa perspetiva de procura de benefícios em áreas como o marketing, a gestão e a educação (Rodrigues, Oliveira & Rodrigues, 2019). Porém, constata-se uma lacuna na literatura relativamente a uma investigação que contemple o lado negativo da gamificação e as suas potenciais limitações. O objetivo geral deste estudo consistiu em compreender os efeitos negativos e limitações da implementação da gamificação ou de elementos de jogo mencionados na literatura científica de diversas áreas. Para tal, elaborou-se uma revisão sistemática da literatura cobrindo 86 textos científicos publicados entre 2005 e 2020 em revistas científicas de ranking maior ou igual a Q2. Utilizou-se o Leximancer para extrair os principais temas e conceitos abordados. Constatou-se que os temas “gamification”, “aprendizagem”, “desempenho”, “comportamento” e “marca” foram os mais explorados pelos investigadores no período analisado. Os conceitos “marca”, “efeitos”, “contexto” e “comportamento” são aqueles que mais se relacionam com o conceito “negativo”, que se associa também com os conceitos “controlo” e “desempenho”. Detetou-se que a gamificação tem, sim, um lado negativo, que está dependente do contexto e que se manifesta principalmente no âmbito de situações de aprendizagem. A base teórica construída neste estudo permitirá a investigação sobre os fatores contextuais que limitam a eficácia da aplicação da gamificação em situação de aprendizagem.Gamification has been defined as the usage of game elements in non-game contexts (Deterding et al, 2011), to promote certain behaviours in individuals (Hamari & Koivisto, 2015). Since it is a recent, gamification has been research from a benefit search point of view in areas like marketing, management and education concept (Rodrigues, Oliveira & Rodrigues, 2019). However, there is a lack of transversal studies about the negative side of gamification and its potential limitations. The main purpose of this study was to understand the negative effects and limitations of the implementation of gamification or gamified elements, mentioned throughout scientific literature of several areas. We have thus performed a systematic review of literature covering 84 scientific texts published between 2005 and 2020 in scientific journals of Q2 or higher. We then used Leximancer to extract the main themes and concepts considered. We concluded that “gamification”, “learning”, “performance”, “behaviour” and “brand were the main themes underlying the investigation conducted in the analysed period. Moreover, “brand”, “effects”, “context” and “behaviour” are the closest concepts to “negative”, which is also associated with “control” and “performance”. We confirmed gamification does have a negative side, which depends on the context and is mainly present in learning situations. The theoretical basis brought by our study allows for future investigation on the context factors that hinder the efficacy of gamification in learning situations

    The Design of Creative Crowdwork – From Tools for Empowerment to Platform Capitalism

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    The thesis investigates the methods used in the contemporary crowdsourcing of creative crowdwork and in particular the succession of conflicting ideas and concepts that led to the development of dedi- cated, profit-oriented, online platforms after 2005 for the outsourcing of cognitive tasks and creative labour to a large and unspecified group of people via open calls on the internet. It traces the historic trajectory of the notion of the crowd as well as the development of tech- nologies for online collaboration, with a focus on the accompanying narratives in the form of a dis- course analysis. One focus of the thesis is the clash between the narrative of the empowerment of the individual user through digital tools and the reinvention of the concept of the crowd as a way to refer to users of online platforms in their aggregate form. The thesis argues that the revivification of the notion of the crowd is indicative of a power shift that has diminished the agency of the individual user and empowered the commercial platform providers who, in turn, take unfair advantage of the crowdworker. The thesis examines the workings and the rhetoric of these platforms by comparing the way they address the masses today with historic notions of the crowd, formed by authors like Gustave Le Bon, Sigmund Freud and Elias Canetti. Today’s practice of crowdwork is also juxtaposed with older, arguably more humanist, visions of distributed online collaboration, collective intelligence, free soft- ware and commons-based peer production. The study is a history of ideas, taking some of the utopian concepts of early online history as a vantage point from which to view current and, at times, dystopian applications of crowdsourced creative labour online. The goal is to better understand the social mech- anisms employed by the platforms to motivate and control the crowds they gather, and to uncover the parameters that define their structure as well as the scope for their potential redesign. At its core, the thesis offers a comparison of Amazon Mechanical Turk (2005), the most prominent and infamous example for so-called microtasking or cognitive piecework, with the design of platforms for contest-based creative crowdwork, in particular with Jovoto (2007) and 99designs (2008). The crowdsourcing of design work is organised in decidedly differently ways to other forms of digital labour and the question is why should that be so? What does this tell us about changes in the practice and commissioning of design and what are its effects on design as a profession? However, the thesis is not just about the crowdsourcing of design work: it is also about the design of crowdsourcing as a system. It is about the ethics of these human-made, contingent social systems that are promoted as the future of work. The question underlying the entire thesis is: can crowdsourcing be designed in a way that is fair and sustainable to all stakeholders? The analysis is based on an extensive study of literature from Design Studies, Media and Cul- ture Studies, Business Studies and Human-Computer Interaction, combined with participant observa- tion within several crowdsourcing platforms for design and a series of interviews with different stake- holders

    Future Perspectives on Positive Psychology:A Research Agenda

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    Just over two decades ago, Martin Seligman's inaugural lecture as the new president of the APA marked the dawn of Positive Psychology. Seligman called for a science of positive subjective experiences, positive individual states/traits/behaviours, and positive societal factors that improves the quality of life and wellbeing. Since then, this sub-discipline of psychology has shown extraordinary and inspiring growth in both the academy (e.g. research papers/books) and practice (e.g. establishment of professional associations, annual conferences). Positive psychology has increased our collective understanding of the factors that make life worth living, the drivers that enhance wellbeing and the elements that undermine them. It has given birth to many new theories, research models and methodologies that aim to measure, interpret, model and optimize the conditions that lead to flourishing individuals and thriving societies. It has also spawned a magnitude of sub-disciplines ranging from positive ageing, positive coaching, wellbeing therapies, positive relationships, positive health, positive organizational psychology etc. Despite building out its own identity, positive psychology has also been adopted in many adjacent fields like organizational studies, education, health, risk management, and even architectural sciences.In its relatively short life, positive psychology has provided new insights into the human condition and innovative means to solve complex individual, organizational and societal problems. Positive psychology has brought balance to psychology by establishing a platform to focus on more than just "fixing what is wrong" through focusing on optimizing what already works well. As a collective, we believe that positive psychology can continue to play a vital role in the future by deepening our understanding of 'positivity' and developing practical tools, methodologies, and interventions to enhance people, organizations, and societies' functioning.But what does the future of positive psychology hold? What are the strengths, opportunities, aspirations and results of positive psychology? And how can we, as a collective, build out the credibility and impact of the discipline's future? For us, these are some of the most challenging goals of positive psychology. With the rapid development of the field, detailed research and practice 'roadmaps' are required to direct the discipline's collective energies.This book address such by collating a series of research agendas about the future of positive psychology in different speciality areas. Specifically, the aim was to identify the limitations in our current understanding of the different theories, models, methods and interventions on which positive psychology is built and propose a roadmap for addressing such in the future. This aided in setting a specific, measurable, attainable, realistic and time-bound research agenda to direct the future development of positive psychology. Contributions discuss the current state of theory and research in positive psychology and presents a research agenda for future research

    Future Perspectives on Positive Psychology:A Research Agenda

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    Positive Organizational Interventions:Contemporary Theories, Approaches and Applications

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    Proceedings of the 2nd Conference on Managing Digital Industry, Technology and Entrepreneurship (CoMDITE 2021)

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    This conference proceeding provides the compilation of all papers presented during the 2nd Conference on Managing Digital Industry, Technology and Entrepreneurship (CoMDITE 2021) on 7th and 8th April 2021. This year, CoMDITE is held virtually with participations from local and international participants. The theme is Business Sustainability Through Digital Transformation. CoMDITE 2021 is mainly aimed to serve as a sharing platform that enables researchers, academics and practitioners to share the best practices, which have been produced through research, as well as to potentially propose the best strategy in utilizing digital transformation for business sustainability. All papers are presented according to the following seven tracks - (i) Big Data Analytics for Business, (ii) Digital Innovative and Education, (iii) Digital Marketing, (iv) Digital Talent for Management, (v) Digital Technology for Business, (vi) Entrepreneurship and (vii) Strategic Management and Ecosystem Business

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations
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