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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.
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.
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.
Durante los ultimos anos se han hecho multiples investigaciones
sobre estado de flujo (flow), todas ellas de muy diversa
naturaleza, dada la versatilidad del concepto para ser aplicado a
distintos contextos. Lo que se pretende con el presente trabajo es
contribuir y ampliar la literatura sobre estado de flujo en la
esfera online, mas concretamente, en el ambito de las redes
sociales; buscando asi que las marcas contemplen este constructo en
sus estrategias de marketing digital. Para ello, en primer lugar,
se establece un marco teorico en el que definimos y describimos los
aspectos mas importantes del estado de flujo. Posteriormente,
ahondamos en las caracteristicas de dicho fenomeno pero, esta vez,
aplicado al entorno virtual, y lo relacionamos con terminos propios
de la disciplina comercial. Por ultimo, y a modo de estudio
empirico del que extraer conclusiones practicas, se realiza un
analisis estadistico para conocer la percepcion de los individuos
acerca de las experiencias optimas que ofrecen las distintas redes
sociales.
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