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1.
[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   

2.
在出版产业融合发展的时代背景下,教育出版活动正在逐渐引入游戏化这一内容呈现手段。文章结合DMC三元素概念对相关融合出版服务的功能设置进行综合考察。结果显示,目前一些出版内容服务提供者已经在产品制作、内容服务、用户体验等方面进行了游戏化的积极探索,游戏化元素能够通过用户的持续使用和社交关系的建立为教育出版的融合发展创造机会。  相似文献   

3.
数字时代,档案文化功能凸显,游戏元素的引入也变为档案馆创新文化服务方式之一。本文将档案游戏化开发分为三个维度进行论述,分别是以资源符号为导向的内容视角建构,以新兴设备为导向的娱乐形式呈现和以内外动机为导向的用户体验挖掘。同时,根据调研结果为档案馆利用馆藏资源创新文化服务方式提供思路,以期推动档案馆文化职能的发挥,加强档案馆与公众之间联系,寓“档”于乐,将档案资源开发变成具有乐趣的创新模式。  相似文献   

4.
高校信息素养教育游戏化策略   总被引:1,自引:1,他引:0  
分析当前高校信息素养教育受众信息行为特点和信息素养教育中引入游戏化策略的必要性,解释高校信息素养教育游戏化的内涵,结合国外高校信息素养教育游戏化的实践,从游戏化的内容、游戏化的表现形式和游戏化的实现模式3个方面讨论高校信息素养教育游戏化的实施策略,认为游戏化实施过程需要谨慎立项、清晰规划,需要把握好游戏中教育成份和游戏难易程度的度,需要处理好信息素养教育游戏化和传统信息素养教育的关系。  相似文献   

5.
Digital government is universally gaining acceptance as the public becomes more technologically advanced. It is critical for the government to embrace new technology for minimizing costs and maximizing utility of services to the taxpayers. While administrative services have been easily ported to the digital world, there are still many important citizen-centric services that have not yet been effectively migrated. Quick Response codes (QR codes) provide a means to effectively distribute many different varieties of information to the public. We propose to integrate QR code systems and corresponding smartphone applications into existing government services with the goal of providing a new level of interactivity for the public. We illustrate this through two case studies, examining the National Park Services and the Mobile Environmental Information Services (MENVIS). The focus is on developing a QR code waypoint system for park navigation, as well as incentivizing park use through gamification of site attractions. The system provides increased safety for park goers, disseminates information more effectively and accurately, and improves feedback.  相似文献   

6.
"游戏化"在近几年引起了众多领域的关注,在图书馆行业中,已有国外同行尝试将"游戏化"引入到用户体验图书馆服务的过程中。文章介绍了图书馆服务游戏化的定义,并以英国librarygame项目为例介绍了图书馆游戏化服务的具体内容与游戏机制,最后分析了图书馆服务游戏化的优势及其将面临的障碍,并对图书馆游戏化服务的前景做了展望。参考文献8。  相似文献   

7.
我国高校图书馆阅读推广模式演化研究   总被引:5,自引:1,他引:4  
[目的/意义] 针对高校图书馆阅读推广模式发展历程进行阶段划分,对每个阶段下模式的构成要素变化情况进行剖析,并指出高校图书馆阅读推广模式未来发展趋势。[方法/过程] 5W理论和文献分析法为模式的内涵界定和构成要素分析提供依据;Citespace可视化工具的处理结果、阅读推广媒介和读者阅读习惯的变化为发展阶段划分提供依据。[结果/结论] 高校图书馆阅读推广模式是由其要素在特定时空下排列组合固化而成。其发展分为基于到馆读者的传统纸质阅读推广模式阶段、面向网络用户的数字化阅读推广模式阶段、基于一般用户的手持电子阅读器外借服务推广模式阶段、面向手机用户的微平台互动式阅读推广模式阶段和面向新时代读者的多元化立体阅读推广模式阶段。推广主体专业化、推广方式游戏化、推广对象社会化、推广内容碎片化、效果评估系统化为模式发展趋势。  相似文献   

8.
[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   

9.
With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification; a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.  相似文献   

10.
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   

11.
It has been more than 20 years since Everett Rogers first outlined the elements of the ‘new’, ‘Another Development’, ‘plurality’ paradigm of development. This paradigm was later radicalized and extended by Jan Servaes, who called it ‘multiplicity’. While the paradigm was developed in response to the shortcomings of the earlier modernization paradigm, policy makers in Third World countries continue to use the recommendations of the older paradigm.

This paper suggests that the failure of the new paradigm to replace the older one may be due to its own contradictions and inconsistencies. The paper presents the various elements of this paradigm and then critically evaluates them. It discusses why the conceptualizations in the new paradigm are not always useful, and notes that while some of the voices being used in it may be new, the ideas are really quite old. The overall purpose of the paper is to initiate a systematic critique of the new paradigm—a task the authors feel is long neglected.  相似文献   

12.
In an effort to improve the information literacy skills in high school students, a group of librarians created InfoSkills2Go, a Web-accessible series of tutorials, games, and assessments for students to learn and practice information literacy skills and concepts. The group added a gamification layer that awards points and badges to students for completing tasks. This article details the planning and construction of the Web site and makes recommendations for similar projects. A pilot study shows learning gains for some students who engaged with the Web site.  相似文献   

13.
The issues of application of knowledge-management technologies in modern economic conditions are stated. The aspects of digitalization of the economy, including those at the corporate level, are considered. The concept of “knowledge management” is analyzed from the point of view of foreign researchers; it is noted that knowledge has become an important intangible asset and a factor of competitiveness. The main results of knowledge customization (knowledge maps, knowledge packages, resource catalogs, forums and chats, practice communities, storytelling, corporate blogs, and a bank of ideas) are distinguished. Application of ontological models and gamification in order to involve staff in the dissemination and exchange of knowledge is shown. The roles of human and information technologies in knowledge management are compared.  相似文献   

14.
Abstract

Users of geographic data may not be able to afford to purchase and implement a dataset that does not finally meet their needs. Therefore, metadata has a very important role in the information supply environment of geographic data. The development of national/local spatial data infrastructures recognizes the importance of metadata, as do the digital libraries providing spatial data.

The new ISO 19115:2003 standard of metadata for geographic information is introduced briefly. In particular, geographic information can be made available as digital maps (or images) that are meant for visual use, or as datasets meant for computational use. Metadata for digital maps is closely related to the metadata elements for conventional maps and can be enhanced by providing a sample map with the data. The case of computational use of geographic data is more complex. There are several details that may appear crucial when determining the fitness of data for an intended use. Understanding the importance of the crucial factors in each use case requires professional skills from the users of metadata.  相似文献   

15.
试论数字图书馆的集成化管理   总被引:3,自引:0,他引:3  
数字图书馆集成管理是一种全新的管理模式 ,它的实质是使图书馆系统内各个独立要素之间形成一种竞争性的互补关系 ,从而创造运行中的高效率。数字图书馆集成管理的内容十分广泛 ,涉及管理学的核心构成要素 ,如宏观战略管理、人力资源管理和技术管理等。要搞好数字图书馆的集成管理 ,首要的是必须抛弃传统思想 ,建立集成管理理念 ,同时运用集成管理思想指导管理实践 ,提高集成管理的规模效益。  相似文献   

16.
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   

17.
基于现代信息技术的公共图书馆延伸服务初探   总被引:2,自引:0,他引:2  
手机、个人电脑等现代信息工具的普及使用及现代信息技术飞速发展,人们对获取信息的方式等有了更高的要求,开展基于现代信息技术的公共图书馆延伸服务,能够拓展公共图书馆的服务范围,提高公共图书馆的服务水平,让更多的人不受时空、地域限制来接受图书馆服务,但也不能盲目的照搬照抄,需要注意新旧技术等的综合运用与相关基础要素建设.  相似文献   

18.
19.
转型既是当代图书馆事业的主要特征,也是图书馆学理论研究关注的焦点。目前,图书馆转型处于后知识服务时代,创新成为一种常态,转型成为时代议题,图书馆需要主动转型。图书馆转型是一个系统,除了社会环境和行业环境的深刻影响,还有存在于系统外部的外在驱动力和系统内部的内在驱动力,两者形成一种合力共同引向图书馆转型发展。后知识服务时代,图书馆转型由空间、资源、服务、管理四大要素构成,整体转型是四大要素转型共同作用的结果,而这一转型既需要解决内外部的原理问题,也需要解决理念、关键要素与路径问题。表2。参考文献57。  相似文献   

20.
In 2009, a group of instruction-minded librarians in Oklahoma added unconference-like elements to their usual workshop structure and agenda to make their workshop more participatory and attendee-driven. The result was a virtual pre-workshop hosted on a Ning social networking site. The virtual pre-workshop enhanced the actual physical workshop in several ways. The group's new challenge: where to host its new pre-workshop format without Ning and how to gear the new format to be more mobile friendly while not excluding non-mobile interested workshop participants.  相似文献   

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