Encouraging Teacher-sourcing of SocialRecommendations Through ParticipatoryGamification Design
2021
Teachers and learners who search for learning materials in
open educational resources (OER) repositories greatly benefit from feedback
and reviews left by peers who have activated these resources in their
class. Such feedback can also fuel social-based ranking algorithms and
recommendation systems. However, while educational users appreciate
the recommendations made by other teachers, they are not highly motivated
to provide such feedback by themselves. This situation is common
in many consumer applications that rely on users’ opinions for personalisation.
A possible solution that was successfully applied in several other
domains to incentivise active participation is gamification. This paper describes
for the first time the application of a comprehensive cutting-edge
gamification taxonomy, in a user-centred participatory-design process
of an OER system for Physics, PeTeL, used throughout Israel. Physics
teachers were first involved in designing gamification features based on
their preferences, helping shape the gamification mechanisms likely to enhance
their motivation to provide reviews. The results informed directly
the implementation of two gamification elements that were implemented
in the learning environment, with a second experiment evaluating their
actual effect on teachers’ behaviour. After a long-term, real-life pilot of
two months, teachers’ response rate was measured and compared to the
prior state. The results showed a statistically significant effect, with a 4X
increase in the total amount of recommendations per month, even when
taking into account the ‘Covid-pandemic effect’.
Keywords:
- Correction
- Source
- Cite
- Save
- Machine Reading By IdeaReader
0
References
0
Citations
NaN
KQI