Members
Kyuhan Koh, Jane Meyers, Jeff Hoehl, Catharine Starbird, Antonio González, Olga Liskin, George McCabe,
Walter Mahfuz, Mikel King
Description
Our "Umbrella" Project looks to examine, compare, and contrast motivations for contribution in two different environments.
Storytelling in social networks
We want to study what motivates individuals to actively participate in
social networks, possibly by studying participation on YouTube and/or
Facebook. By actively we mean that individuals not only browse content
but actively respond and maintain interest for at least a short period
of time. We want to examine existing participation activities and then
seed discussions, varying both context and framing, and measuring the
differences between contributions.
Game Creation in a Classroom Environment with a Public Wiki
We will explore the factors motivating students in classroom with the ideas
of 'open designed classroom'. The course, game programming for education
purpose offered by Dr. Lewis and Dr. Repenning would be used for this class
project. Unlike traditional classroom, students can share their assignments,
feedback, and rate each other in this course. Similarly to other web 2.0 sites,
students collaborate actively or at least passively for their assignments.
We want to observe which factor encourages students to engage and/or contribute
in the class actively and collaborate each other.
Researching other Socially Networking Programming Environments
Scratch. Alice. Squeak. New design for socially networked programming.
Social Creativity through Google Sketchup and 3D warehouse
I'm not sure this is the right place we are supposed to wrap up our final paper.
We have Olga's group report here.
Bringing it Together
The main goal of our project is to gain a better understanding of what
motivates people to actively participate both in online, social
networking environments and in the classroom. In the social networking
environment we define "active" as either the creation of new content,
the reuse of existing content, or a response to existing content.
Within the classroom, "active" participation is defined as the sharing
and reuse of existing work ???. Although these projects are quite
different our goal is to study these environments in parallel analyze
them with similar techniques, and draw conclusions that universal to
motivation and also those distinct to the individual domains.
A significant overlap between both projects will be
determining systems to analyze the flow of contributions. In the social
networking environment, these contributions will build on each other,
creating an artifact or a series of artifacts. In the class programming
environment, each student has the ability to see the contributions of
other students and to borrow and reuse their code. In both environments
there is a flow of knowledge and creation. We will have to develop a
mechanism or mechanisms to locate and analyze this creativity flow.
Materials/Links
Tasks
Storytelling
research - background
creating / deploying / seeding
scraping
OVERLAP - analyzing
survey / feedback
flow of information / knowledge / active? collaboration
motivations? willingness to participate
reflection
Code-building / sharing - classroom wiki
research - background
creating / distributing / reusing
Knowledge building and sharing
OVERLAP - analyzing
survey / Flow of Inspiration Priciples / knowledge / collaboration, competition, inspiration