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Conference Paper: Crowdsourcing for Digital Learning
Title | Crowdsourcing for Digital Learning |
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Authors | |
Issue Date | 2018 |
Publisher | Centre for Information Technology in Education, Faculty of Education, the University of Hong Kong. |
Citation | Centre for Information Technology in Education (CITE) Research Symposium (CITERS 2018): Engaging Learning & Empowering Change, the University of Hong Kong, 6 June 2018 How to Cite? |
Abstract | One way of engaging a learning community in the creation and evolution of its own e-learning resources is through crowdsourcing. Crowdsourcing refers to a problem-solving approach that taps into the knowledge and creativity of groups rather than individuals (Estelles & Gonzales 2012). The ‘crowd’ could be community members, students or educators. They become the ‘source’ of information and inspiration by being asked for contributions to solve a problem. Contributions can be large or small and in any number of forms including suggestions, photographs, artwork, quotes etc. Digital platforms such as social media allow micro-contributions of dozens or hundreds of participants. Qualitative analysis of these data can lead to pedagogical innovations or adaptations. For e-learning design, input can also inform style, characters/avatars, subject matter, emphasis, and use of community vocabulary (slang) which may aid an e-learning tool to better articulate with its intended audience. This workshop will show in practice how ideas can be crowdsourced digitally and analysed to generate solutions. The presenters will demonstrate a range of crowdsourced projects from their own areas of expertise, including STEM education, sexual health education and an HKU Common Core Course (Humanities division). The second part of the demonstration is a hands-on exercise in which participants solve real problems in small groups by crowdsourcing material using a digital platform. This workshop is particularly aligned with the sub-theme of technology and social change, as it increases ownership and engagement by students or the community through their own contributions. The presenters included a local NGO worker would add an extra dimension to the academic perspectives of teacher-and-student, showing the potential of digital crowdsourcing to be a societal change-maker. |
Description | Parallel Session 1 - Technology and social change: paper no. 925 |
Persistent Identifier | http://hdl.handle.net/10722/254649 |
DC Field | Value | Language |
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dc.contributor.author | See, CYH | - |
dc.contributor.author | LAU, THS | - |
dc.contributor.author | SUN, WH | - |
dc.contributor.author | Choi, WYK | - |
dc.contributor.author | Wong, WCW | - |
dc.date.accessioned | 2018-06-21T01:04:03Z | - |
dc.date.available | 2018-06-21T01:04:03Z | - |
dc.date.issued | 2018 | - |
dc.identifier.citation | Centre for Information Technology in Education (CITE) Research Symposium (CITERS 2018): Engaging Learning & Empowering Change, the University of Hong Kong, 6 June 2018 | - |
dc.identifier.uri | http://hdl.handle.net/10722/254649 | - |
dc.description | Parallel Session 1 - Technology and social change: paper no. 925 | - |
dc.description.abstract | One way of engaging a learning community in the creation and evolution of its own e-learning resources is through crowdsourcing. Crowdsourcing refers to a problem-solving approach that taps into the knowledge and creativity of groups rather than individuals (Estelles & Gonzales 2012). The ‘crowd’ could be community members, students or educators. They become the ‘source’ of information and inspiration by being asked for contributions to solve a problem. Contributions can be large or small and in any number of forms including suggestions, photographs, artwork, quotes etc. Digital platforms such as social media allow micro-contributions of dozens or hundreds of participants. Qualitative analysis of these data can lead to pedagogical innovations or adaptations. For e-learning design, input can also inform style, characters/avatars, subject matter, emphasis, and use of community vocabulary (slang) which may aid an e-learning tool to better articulate with its intended audience. This workshop will show in practice how ideas can be crowdsourced digitally and analysed to generate solutions. The presenters will demonstrate a range of crowdsourced projects from their own areas of expertise, including STEM education, sexual health education and an HKU Common Core Course (Humanities division). The second part of the demonstration is a hands-on exercise in which participants solve real problems in small groups by crowdsourcing material using a digital platform. This workshop is particularly aligned with the sub-theme of technology and social change, as it increases ownership and engagement by students or the community through their own contributions. The presenters included a local NGO worker would add an extra dimension to the academic perspectives of teacher-and-student, showing the potential of digital crowdsourcing to be a societal change-maker. | - |
dc.language | eng | - |
dc.publisher | Centre for Information Technology in Education, Faculty of Education, the University of Hong Kong. | - |
dc.relation.ispartof | Centre for Information Technology in Education Research Symposium (CITERS), Faculty of Education, the University of Hong Kong | - |
dc.title | Crowdsourcing for Digital Learning | - |
dc.type | Conference_Paper | - |
dc.identifier.email | See, CYH: drsee@connect.hku.hk | - |
dc.identifier.email | Choi, WYK: kccwy@hku.hk | - |
dc.identifier.email | Wong, WCW: wongwcw@hku.hk | - |
dc.identifier.authority | Wong, WCW=rp01457 | - |
dc.identifier.hkuros | 285665 | - |
dc.publisher.place | Hong Kong | - |