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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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