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Crowdsourcing during COVID-19 - Case Studies in Health and Education (Hardcover): Carmen Bueno Munoz, Luis R. Murillo Zamorano,... Crowdsourcing during COVID-19 - Case Studies in Health and Education (Hardcover)
Carmen Bueno Munoz, Luis R. Murillo Zamorano, Jose Angel Lopez Sanchez
R1,427 R1,223 Discovery Miles 12 230 Save R204 (14%) Ships in 9 - 15 working days

Crowdsourcing is a means by which public interest is sought and leveraged to achieve specific goals, and this fascinating study highlights how the model has been used to challenge the effects of the COVID-19 pandemic. The book investigates what factors have encouraged the use of crowdsourcing during the pandemic, as well as those issues which have restricted its use. It is illustrated with four detailed case studies, covering the fields of education and health, demonstrating how crowdsourcing as a means of crisis management has, ultimately, been used to influence and develop public policy. A timely analysis of this emerging concept, the book will appeal to researchers and practitioners across health and social care, public policy and management, and the voluntary sector more generally.

Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education (Hardcover, New edition): Carmen... Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education (Hardcover, New edition)
Carmen Bueno Munoz, Luis R. Murillo Zamorano, Jose Angel Lopez Sanchez
R742 Discovery Miles 7 420 Ships in 12 - 17 working days

The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.

Transformacion Digital Y Creatividad En Educacion Superior: La Organizacion de Eventos Educativos a Traves de Crowdsourcing... Transformacion Digital Y Creatividad En Educacion Superior: La Organizacion de Eventos Educativos a Traves de Crowdsourcing Gamificado (Spanish, Hardcover)
Luis R. Murillo Zamorano, Carmen Bueno Munoz, Jose Angel Lopez Sanchez
R722 Discovery Miles 7 220 Ships in 12 - 17 working days

Este libro se encuadra en el ambito de la transformacion digital y la creatividad en Educacion Superior, profundizando en el crowdsourcing gamificado y exponiendo como este enfoque innovador puede servir de herramienta para la creacion de eventos educativos que potencien la creatividad de las nuevas generaciones de estudiantes en el contexto universitario. Sus objetivos son revisar la literatura referente a ambos conceptos, crowdsourcing y gamificacion, exponer una propuesta de como pueden ser adaptados a la organizacion de eventos educativos y presentar un caso real de exito desarrollado a traves de esta metodologia en Educacion Superior.

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