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Human-Centered Computing Foundations, Fall 2010
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We Love Peaches Project Page
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We Love Peaches Project Page
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Joanne White
on 2010/10/27 11:49
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1: 2: (% class="MsoNormal" %) 3: (% class="Apple-style-span" style="font-size: 16px; line-height: 18px; " %)Working title: Deciding to Engage: Motivation, Participation and Collaboration 4: 5: (% class="MsoNormal" %) 6: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Updated project description: Human beings are, and always have been, diversely motivated social beings. There are myriad influences on our decisions to connect with each other, and to participate in a social sphere that impacts our own, and our society’s future. We act for material gain, but also for psychological well-being and gratification, and for social connectedness. 7: 8: (% class="MsoNormal" %) 9: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)As society becomes increasingly networked - based in an online sphere that relies upon user-generated content - there is a need to understand what kinds of motivation compel people to participate online. Further, what role does this motivation have in creating a culture of collaboration, participation and ultimately, community? Is it possible for us to identify key motivation strategies that will entice individuals to firstly participate, and secondly, to solidly engage with the content produced by others to the extent that they enter a wider realm of learning and forge a new form of community? 10: 11: (% class="MsoNormal" %) 12: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Our project begins with looking at voting practices and strategies in two or three countries, and attempting to identify the differences in motivations/influences between them. We will also then look at the motivations/influences on creating a social environment that is reflective of those types of motivations and influences in the completion of an online survey, and compare the outcomes. 13: 14: (% class="MsoNormal" %) 15: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Our work will use research bases to support the identification and delivery practices of motivations and influences, so that the survey we deploy tests a similar range of opportunities for individuals in the online context. 16: 17: (% class="MsoNormal" %) 18: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)In our development of the above, each team member started with some exploration in the area they were most interested in. 19: 20: (% style="margin-top:6.0pt;margin-right:0in;margin-bottom:6.0pt;margin-left: 0in;line-height:16.8pt;vertical-align:baseline" %) 21: (% style="font-family:~"Calibri~",~"sans-serif~"; mso-ascii-theme-font:minor-latin;mso-hansi-theme-font:minor-latin;mso-bidi-theme-font: minor-latin" %)Myung created a test survey to give him some experience with deploying a survey asking a few questions about their interest/motivation in voting, and finding out whether people actually reply. From 21 people beginning the survey from his invitation on his Facebook page, he received 14 completed surveys. 4 were female, and 10 were male. Most of participants were early 20s except two. (27, 18) 7 people said they have voted before, and 7 said they didn't. The popular reason people voted was that they wanted to contribute something good in future whether its their own or common good. There were some other answers such as honor, and civic responsibility. 5 out of 7 people were not eligible to vote due to their age or citizenship. One person said they didn't have time to vote, and the other one said he wasn't interested enough to vote which basically tells he wasn't motivated to vote at all. 22: 23: (% style="margin-top:6.0pt;margin-right:0in;margin-bottom:6.0pt;margin-left: 0in;line-height:16.8pt;vertical-align:baseline" %) 24: (% style="font-family:~"Calibri~",~"sans-serif~"; mso-ascii-theme-font:minor-latin;mso-hansi-theme-font:minor-latin;mso-bidi-theme-font: minor-latin" %)The post popular opinion that may motivate people on an event was having some sort of direct awards such as foods, money, little gifts, games, or some activities. Lastly, 8 out of 13 (1 didn't answer) answers said other people may get motivated through some sorts of awards just they did. 25: 26: (% style="margin-top:6.0pt;margin-right:0in;margin-bottom:6.0pt;margin-left: 0in;line-height:16.8pt;vertical-align:baseline" %) 27: (% style="font-family:~"Calibri~",~"sans-serif~"; mso-ascii-theme-font:minor-latin;mso-hansi-theme-font:minor-latin;mso-bidi-theme-font: minor-latin" %)Myung will be improving on survey questions and designs, and we will deploy it as a team to different geographic areas after analyzing our combined research into motivation. 28: 29: (% style="margin-top:6.0pt;margin-right:0in;margin-bottom:6.0pt;margin-left: 0in;line-height:16.8pt;vertical-align:baseline" %) 30: (% style="font-family:~"Calibri~",~"sans-serif~"; mso-ascii-theme-font:minor-latin;mso-hansi-theme-font:minor-latin;mso-bidi-theme-font: minor-latin" %)Andrew has looked at the best way to motivate people to engage with content, and has identified some research looking at Games and reward. His work has also pointed to the possibility of learning being both a goal of game play, as well as a result of participation and engagement. The video gaming industry is one of the most successful trades in today’s society, overshadowing the film industry for years now. Around 65% of Americans play some sort of videogame in their house, and an average gamer is said to play around 18 hours a week playing their favorite game. Therefore, implementing education with the use of video game technology seems like a formidable way to challenge lack of motivation within our schools. To add to my findings on this topic, Andrew has found a few websites that expand on the idea of games in classrooms; one of the more common projects is Quest to Learn, where children are urged to work both collaboratively and individually on games that they are creating. From this article common themes that Andrew wants to expand are ‘Systems Thinking,’ and also more on the incentive program that can be used to motivate people to participate. Another interesting point came from an article where psychologists mention what they call “flow.” The direct quote is: "Neuroscientists have connected game play to the production of dopamine, a powerful neuro transmitter central to the brain’s reward-seeking system and thought to drive motivation and memory processing (and more negatively, addictive behaviors)." Also, "Games appear to trigger greater dopamine releases in men than women, which could mean that game-based learning is more effective with boys than girls. Or, it could be a matter of design: ideally, games can be built in such a way that they adapt to the individual learning styles of their players."(http:~/~/games.eun.org/2010/10/quest_to_learn_going_with_the_1.html#more) Andrew thinks that this statement is very important to look at when looking for more research towards our group collaboration. 31: 32: (% class="MsoNormal" %) 33: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Jason has focused on the fundamental aspects of voting. He has looked up stats for U.S. elections and plan to look up stats for Germany, Australia, and maybe a couple other countries. I plan to go online and look up reasons for the differences in participation. I also plan to talk to as many people as possible about why they vote or not. (If possible I want to talk to as many people from each country as I can). 34: 35: (% class="MsoNormal" %) 36: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Finally, Jo is focused on the aspects which bring all these parts together. She has reviewed the relevant literature, with particular focus on Benkler and Nissenbaum (2006) “Commons-Based Peer Production and Virtue”, and also the “Fun Theory” movies which reinforce the notion that adjusting behavior, motivating people and empowering them through engagement and collaboration is possible through reward that is focused on individual enjoyment or fun. This relates significantly to the investigation of games, learning and whether it is possible to motivate people to perform important tasks such as voting by engaging them on levels which are personally rewarding in this way. 37: 38: (% class="MsoNormal" %) 39: (% style="font-size:12.0pt;line-height:115%;mso-bidi-font-family: Calibri;mso-bidi-theme-font:minor-latin" %)Our next few weeks will be spent uncovering more information on motivation towards voting and how they might relate to the online sphere. We will be attempting to drill down and discover key factors which we can then introduce to an online survey, to see if people feel motivated to participate, and if they are compelled through social environments.
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