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1.
游戏化学习思维在儿童教学中具有重要影响,能够激发儿童的学习动机,增加学习兴趣。本研究针对香港儿童阅读现状,设计开发了游戏化阅读平台——“阅读大挑战”,同时基于游戏化理论框架,分析该平台的设计原理,并从使用动机、对阅读兴趣的影响、阅读习惯和阅读能力等方面对部分学生、家长和学科教师进行访谈调研。研究发现,“阅读大挑战”能够激发儿童的阅读动机,改善阅读习惯,提升阅读能力,为儿童阅读发展提供教学启示。  相似文献   

2.
Despite the hopes that information and communication technology (ICT) would revolutionize democratic participation, evidence suggests that e-participation systems designed for consultation and dialogue between citizens and governments often fail to achieve the expected objectives and levels of take-up. E-participation research has identified a number of success and failure factors but lacks analytical frameworks explaining why and how failures occur. Such frameworks are available in information systems (IS) literature but lack an account of the particularities of e-participation. Combining insights from both domains, this paper proposes to conceptualize e-participation systems as innovation processes characterized by uncertainty and change, and to focus on studying systems' interactions with their context and stakeholders to understand why certain outcomes occur. Applying this approach to the case study of the Estonian e-participation portal Osale.ee, the paper concludes that e-participation systems face three-fold challenges: those typical to IS projects, those emerging from the public sector context, and specific challenges that emanate from the complex context of democratic participation. This complexity makes e-participation systems prone to fail and requires them to be managed as a process of learning and adaptation rather than a static technological product.  相似文献   

3.
[目的/意义]针对新生代用户群体对信息检索系统的需求,提出一种游戏化信息检索系统的理论模型,实现激发用户使用检索系统的兴趣,支持用户的信息检索与交互以及鼓励用户持续使用的目标。[方法/过程]基于游戏化基础理论、相关框架及信息检索系统的机制,对不同游戏元素进行组合,在考虑不同游戏元素与规则之间关系的前提下,设计具有特定功能的模块,实现游戏元素在非游戏情境中的应用。[结果/结论]为构建游戏化信息检索系统的理论模型,确定20种游戏元素,并按其功能进行组合,设计出12类游戏模块,包括5类简单模块和7类复合模块,使信息检索系统具备游戏功能。提出的构建思路和理论模型弥补当前游戏化信息检索领域研究的不足,为开发游戏化信息检索系统及后续的相关研究提供了理论框架。  相似文献   

4.
Since 2003, the United Nations has introduced the E-Participation Index (EPI), the first index to evaluate e-participation initiatives worldwide. This index has been subject to criticism for not representing the society side of e-participation initiatives. The EPI assesses e-participation initiatives on the government side only and neglects the society side, which includes all kinds of civil e-participation initiatives. In this work, the society side is included by incrementally extending the EPI with the Human Development Index and the Democracy Index. To identify the weights of the index, the best–worst method (BWM) is used while surveying 23 experts. The results show that political rights and civil liberties are viewed as the most important criteria with which to evaluate e-participation initiatives. Using this ranking, the Balanced EPI (BEPI) is created, giving weight to both the government and society sides. The new index concerns the willingness and empowerment levels of citizens so that the public can influence policy and political decision-making. Dedicated e-participation measures should be developed in further research.  相似文献   

5.
Citizen participation in E-governance is, essentially, a social exchange between individuals and their government through which the citizen creates public value as well as acquires private value. The direct effects of participation antecedents on participation outcomes have been fully examined, but few researchers have investigated the internal mechanism of citizen participation at the level of psychological value perception. The roles of perceived public and private value between the participation antecedents and outcomes remain unclear. Private value merits careful research in particular as the E-governance environment is being shaped by increasing privatization and continuous IT innovation. Based on the cognitive integration theory and the civic voluntarism model, this paper proposes a theoretical framework to examine the mediating roles of two values. We built a complete research model encompassing ten hypotheses centered on citizen e-participation in the context of green commuting governance. By analyzing survey data on a green commuting platform, we demonstrate the significant mediating effects of these two values and greater effect of private value acquisition on continuous e-participation intentions than public value creation. Our results have important research implications in regards to the roles of perceived values in participation, especially perceived private value.  相似文献   

6.
7.
The E-Participation Index of the United Nations E-Government Survey (EPI) has become an important data source on e-participation progress around the globe. However, its validity is often questioned by scholars, pointing out that the EPI measures technological aspects only and overlook the socio-political context. As a refinement, researchers usually utilize composite liberal democracy indices which, in turn, create new problems with the interpretation of the index, conceptualization, operationalization and measurement of e-participation success. This paper proposes an alternative refinement, based on the approach to the deliberativeness evaluation proposed by the Varieties of Democracy (V-Dem) project. This brings the refined EPI closer to the original understanding of e-participation and leads to a more accurate measurement of government e-participation policies, as a twofold capacity to build technological infrastructure of e-participation and sustain a dialogue with citizens in policymaking. The new index reveals important distinctions between and within democratic and non-democratic countries, bridging the quantitative assessments with the existing case-studies.  相似文献   

8.
Various authors have highlighted the potential contribution of the internet to enhance the interactivity, transparency, and openness of public sector entities and to promote new forms of accountability. The search for new styles of governance which promote higher levels of transparency and the engagement of citizens is viewed as a way of improving citizens' trust in governments. As the social media are becoming ubiquitous, both academics and practitioners need some initial and reliable background data about the deployment of this kind of technology at all levels. The aim of this work is to provide an overall view about the use of Web 2.0 and social media tools in EU local governments in order to determine whether local governments are using these technologies to increase transparency and e-participation, opening a real corporate dialog. In addition, the paper tries to identify which factors promote the level of development of these tools at local level. Our results show that most local governments are using Web 2.0 and social media tools to enhance transparency but, in general, the concept of corporate dialog and the use of Web 2.0 to promote e-participation are still in their infancy at the local level.  相似文献   

9.
Local governments around the world are increasingly implementing e-participation platforms to involve citizens in consultation and decision-making processes. E-participation platforms usually succeed and produce positive effects in the community when adopted in the long-term scenario. The adoption of those platforms is still a challenge for local governments. The understanding of the factors that influence the continuous intention to use e-participation over time is critical for the design of diffusion and promotion strategies that motivate the citizens to keep using e-participation. This article explores the drivers that predict the post-adoption of e-participation platforms from the perspective of the sense of virtual community theory, that is the degree of affective attachment to a given community mediated by information technology. Specifically, our research model evaluates the association between the sense of virtual community with use behaviour and the continuous intention to use e-participation. Structural equation modelling was used to evaluate the data collected from 370 citizens who experienced an e-participation platform hosted by a European capital city. We found out that the direct association between the sense of virtual community and use was significant. Even though the direct association between the sense of virtual community and the continuous intention was non-significant, the indirect association sense of virtual community to use to continuous intention was statistically significant. This finding may indicate that the use behaviour is triggered by the influence of other members of the community for a short period of time, but it does not persist to influence the continuous intention over time.  相似文献   

10.
Inclusive deliberative democracy requires greater public participation than what seems to exist in the United States as of 2019. E-participation, facilitating public participation through social media, phone applications, and other information communication technologies, can overcome constraints associated with traditional public participation and therefore increase inclusivity. Telephone interview data among residents of a U.S. state considered actual e-participation as well as interest in e-participation in transportation within the multiple hierarchy stratification approach. Logistic regression models using select demographic variables predicted public interest in only one of three e-participation methods. Subsequently, e-participation may not be subject to pervasive societal forces that otherwise constrain public participation and inclusivity. Greater consideration to e-participation use and best practices for its implementation are encouraged.  相似文献   

11.
This paper contributes to e-government research by presenting a review and discussion on how digitalization of public services has affected the interaction between citizens and government. We argue for a conceptualization and critical reflection on the nature of the underlying interaction between citizens and public officials - the public encounter - that digital public services are developed to support. We apply a qualitative and hermeneutic approach and illustrate that digital public services change public encounters concerning when, where, and how interactions occur, what each actor does, and the skills required of them. By relating these changes to emerging digital technologies (e.g. data mining, machine learning, sensor technology, and service automation), we illustrate that while these new technologies carry the potential to further digitalize service provision and fulfill the democratic goals of digital government, authorities can apply the same technology to restrict, control, and surveil citizens. Based on a critical discussion on what digitalization might entail for society, we identify problem areas arising from this development and propose a research agenda for understanding this phenomenon further. We raise questions and ethical concerns regarding accountability and reskilling of citizens and public officials as public service provision becomes citizen self-service.  相似文献   

12.
Gamification – the application of game mechanics to solve problems and engage users – is gathering significant momentum in the wider business world, and there are many ways in which it could benefit librarians, academic publishers, and learned societies. At its core, gamification is a way of tapping into motivational forces to increase individual investment in a system, process, or resource; applied correctly, these mechanics could be used to increase engagement with a publisher's back catalogue, drive society members to explore the value their membership offers, and encourage students to connect with on‐campus learning resources. Gamification can help satisfy both business and audience objectives, but frameworks have to be carefully designed to avoid some of the common pitfalls that such systems face. Although there are few examples of gamification at work in the learned publishing sector, those who are willing to explore, experiment, and iterate on solutions will be better placed to meet the needs of the increasing ‘digital native’ student and academic population.  相似文献   

13.
During the past two decades, governments have started to use information and communication technologies (ICT) to offer a new forum for citizen involvement known as e-participation. The rapid development of e-participation has been attracting attention from many researchers. While a growing body of research has explored various factors impacting e-participation, few studies have examined the influence of government structures on the e-participation opportunities that jurisdictions offer users. To fill the research gap and begin investigating this relationship, we use data from 97 New Jersey municipalities to analyze the impact on e-participation of three local government structures: mayor-council, council-manager, and township. The results show that municipalities with the mayor-council form of government are more likely to have higher levels of e-participation offerings. We argue that the role of an elected executive in this structure facilitates the will to provide greater opportunities for citizens to participate online.  相似文献   

14.
The research work on understanding whether citizens will readily accept to engage with governments in e-participation initiatives through social media remains limited. Therefore, this study investigates the factors that are influencing citizens' intention to engage in government-led e-Participation initiatives through Facebook. To that end, the study proposes and validates a citizen-centric acceptance model. The proposed model extends the model primarily established on the theory of planned behavior, by incorporating additional factors that emerged from relevant literature. The research data were collected from a survey of 400 Facebook users in Jordan using a probability sample technique. The results revealed that the factors with the most significant influence on citizens' intention to engage in government-led e-participation initiatives through Facebook are: the citizens' attitude, participation efficacy, and perceived behavior control. Subjective norms and perceived value, however, have no direct effect on citizens' intention to engage in government-led e-participation initiatives through Facebook. Furthermore, the results showed that the citizens' attitude is primarily determined by participation efficacy, perceived usefulness and compatibility of Facebook, and perceived value. In contrast, the factors perceived ease of use of Facebook, citizens' trust in government, and citizens' trust in Facebook, have no significant impact on citizens' attitude. These factors have rarely been empirically tested in the context of e-participation. Consequently, this study paves the way towards a better understanding of the important factors that influence citizens' intention to participate, which, in turn, will inform the design and implementation of e-participation initiatives.  相似文献   

15.
[目的/意义]探讨公众科学,即一种通过招募普通大众协作进行科研工作的众包模式下,任务特征及游戏化设计对用户参与意愿影响,为有效优化公众科学项目任务设计及游戏化应用提供指导建议。[方法/过程]基于工作特征模型和自我决定理论,构建公众科学项目用户参与意愿的影响因素理论模型,解释公众科学任务特征如何通过满足公众的基本心理需求进而影响公众参与意愿,并讨论游戏元素对任务特征与基本心理需求关系的调节作用。实证采用组间实验(游戏化设计组vs.对照组)获取506份有效数据,并通过结构方程模型方法对理论模型进行验证。[结果/结论]数据分析结果表明,个体的三种基本心理需求对参与意愿都具有正向影响作用;公众任务的重要性对归属有正向影响作用,反馈性对胜任有正向影响作用,复杂性对胜任有反向影响作用;而游戏化设计对任务特征与参与者心理需求的关系存在调节作用。  相似文献   

16.
With contemporary development of digital technology and smart cities initiatives, citizen co-production has created a new government-citizen interface. However, it remains inconclusive whether such citizen-government collaboration has achieved the fundamental goal of improving service quality for citizens. In this research, we tested the relationship between e-participation as a form of co-production and service performance, using multiple large longitudinal datasets from a smart city mobile platform. The results of the analysis show that citizen e-participation, in providing service feedback, is positively associated with the clearance rate of urban service requests in subdistrict service units, after controlling for various factors. We also found that the effect size of e-participation on service performance varies between different types of city services. E-participation has a stronger relative influence on complex problems that may involve multiple agencies, than with simple routine services.  相似文献   

17.
Data suggests there is a global reduction in the number of readers, and a decreasing amount of time spent on reading. The primary reasons for this falling performance is due to the lack of time to read and the lack of motivation. Augmented reality has a promising potential to increase literacy because it fosters cognitive attainment and has a positive impact on overall learning effectiveness. Augmented technology contributes to increasing engagement, invites participation, and develops appreciation of the context. Augmented books are proposed to incentivize curiosity, facilitate the interpretation of text and illustrations, and provide a learning tool that relates to the reader. The Mexican national textbook publishing program has an unparalleled opportunity to improve educational outcomes since augmented reality provides complementary digital learning experiences to the printed content giving readers the advantage of two media. Net result: increased literacy, deeper learning.  相似文献   

18.
One of the great promises of e-democracy is the potential it holds for increasing citizen participation. Much of the research related to this topic has focused on inputs, identifying the tools and technologies of e-democracy, or factors associated with adoption and/or diffusion of these technologies across units of governments or public organizations. By contrast there has been less research examining how these inputs translate into outcomes, or impacts that e-democracy has on changes in civic behavior or citizen engagement. Our study helps fill this knowledge gap by examining the impact that a specific set of information communication technologies (ICTs) have on a common form of civic engagement: voting. This research creates and tests two unique measures, the online election information index (OEII) and the e-registration service index (ERSI) to examine the extent to which local governments offer online information and utilities that help to educate voters and promote turnout. The index is tested on a sample of 396 county governments in the US to examine the extent to which governments' use of voting ICTs impacts voter participation, while accounting for other institutional and demographic factors that are known to shape voter turnout. We find that voter turnout is indeed higher in communities where local governments offer more voting ICTs, and the availability of these online resources may be particularly influential in boosting turnout in places where state policies serve to constrain or limit turnout.  相似文献   

19.
PurposeThe Bologna Process (BP) approach is distinguished by its emphasis on outcomes, moving the criteria for quality from input (what faculty teaches) to learning outcomes (what students will be able to do).MethodologyThe authors want to look at the issues and opportunities involved in applying the learning outcomes approach in two southern European countries with similar traditions and no previous experience of this approach. Data were collected from a documentary review based on official documents and open statistics and a survey of selected stakeholders connected to the LIS schools of Parma and Barcelona.FindingsWithin the BP framework, the LIS schools of Parma and Barcelona have distinctive missions and goals but differ in their approach to defining the attributes they expect of their graduates. Although LIS as an academic and educational undertaking has common historical roots in Spain and Italy, research and education since BP has developed in different directions.LimitationsFindings are based on the context of higher education in Italy and Spain, although the focus is on the two LIS schools of Parma and Barcelona.Originality/value of the paperThere are definite barriers to using learning outcomes as a measure of quality enhancement for LIS educational programs. Not least is the challenge of developing a list of learning outcomes that stakeholders at both national and international level can agree on. Nevertheless, this study concludes that LIS learning outcomes in Europe should be investigated as a means of benchmarking and determining the feasibility of guidelines regarding the equivalency and reciprocity of professional LIS qualifications.  相似文献   

20.
Scientific collaboration is a distinct iteration of information creation as a process. It aims to form willful relationships between scientists to achieve the shared objective of new information creation with the end goal of knowledge production. Findings of an exploratory study investigating barriers that hinder effective scientific collaboration and strategies to cope with these obstacles are reported. A qualitative and interpretive methodology is leveraged to analyze data collected from 14 in-depth interviews with researchers who work in a cross-disciplinary scientific research center. The results indicate that domain disparity and motivation and engagement are the strongest hindrances to effective collaboration. Researchers adopt active and constant learning as an approach to mitigate barriers, lower affective distress, and improve collaboration processes. Malleable boundary objects can facilitate collaboration by adjusting to research aims but may also contort projects, manifesting as a barrier to new information creation.  相似文献   

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