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Os usos da gamificação na mobilização cognitiva da ciência cidadã online

The uses of gamification in the cognitive mobilization of online citizen science

Objetivo:O trabalho investigou os usos da gamificação na ciência cidadã online, onde se observou a dinâmica de atuação dos elementos de jogo presentes nas interfaces destas iniciativas, bem como a sua utilização no estímulo à participação e manutenção da atuação e do envolvimento dos cientistas cidadãos. Método:Foram selecionados e observados projetos caracterizados por experiências incorporando atividades de classificação de imagens e a tomada de decisões significativas por parte dos participantes. Resultados:Identificou-se que os principais recursos utilizados nas iniciativas investigadas foram os pontos, as insígnias e os quadros de líderes, onde foi possível perceber que as contribuições realizadas pelos participantes, bem como os resultados globais decorrentes das experiências permaneceram inacessíveis a eles em quase todas as iniciativas observadas. Conclusões:Observou-se que o uso da gamificação, por um lado, é capaz de amplificar tanto o público alvo envolvido quanto a sua permanência na realização das atividades propostas,  atuando como um complemento motivacional, por meio de recompensas de participação.  Por outro, é também uma ferramenta instrumental direcionando  a atuação dos participantes, através das escolhas disponíveis nas interfaces dos projetos.@pt


Objective: This work researched the application of gamification in online citizen science, where the dynamic of the game elements composing the interfaces of the chosen initiatives was observed, as well as their use to promote participation and maintenance of acting and engagement of the citizen scientists. Method: For this study, the projects were selected considering experiences which employed image classification tasks and where some significant decisions were necessary to be taken by the participants. Results: The main game resources employed in the researched experiences were the points, the badges and the leaderboards, where it was possible to identify that both the contributions provided by the participants and the global results achieved with those projects were inaccessible to them in almost all initiatives considered. Conclusions: On one hand, it was possible to identify that gamification use is capable to enhance the amount of people involved as well as their participation time in the proposed activities, acting as a motivational complement, through the rewards offered for the participation.  On the other hand, it is also an instrumental tool directing the participants´ actions, through the choices available in the interfaces of the projects.@en

. Os usos da gamificação na mobilização cognitiva da ciência cidadã online the uses of gamification in the cognitive mobilization of online citizen science. Encontros bibli: revista eletrônica de biblioteconomia e ciência da informação, [????].

References

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