Computer-supported collaboration, gamification and analysis methods

Welcome to the supplementary course page for the three day intensive format course on computer-supported collaboration, gamification and analysis methods that will be arranged at the University of Milan. This page will have links, slides, reading material and other additional documents for the course. Feel free to contact me on Twitter or by email (firstname.lastname@lut.fi), if you have any questions concerning the course. Please note that the included downloadable material links have expired and this page is available now for archival purposes only.


Table of Contents


Abstract

Computer-supported collaboration is a central part of current information-based society, with software development, information systems and even computer games depending on online tools facilitating work between individuals. How does computer-supported tools (or the lack thereof) affect these communities of experts? Gamification is a new, trendy subject that is used to encouraged positive computer system user activities and positive collaboration. How is it currently being researched, what are the pitfalls and success stories? The course also touches on data mining techniques in used in the research of gamified and collaboration systems.

Syllabus (tentative)

Practical Assignment

Summary The course’s practical assignment is to analyze a community using the theory of collaboration presented in this course and to apply gamification to improve the situation in the community. You may choose freely which aspect to change/improve. Be as creative as you’d like! The result of the assignment is a short (2-4 pages) scientific paper.

Requirements Two to four page scientific report, that contains the following:

  1. A qualitative/speculative analysis of a collaborative community of your choice by using one of the presented theories of collaboration. If you can analyze a community that is a part of you PhD thesis research that is optimal. If you do not have a suitable community available, you may for example examine Stack Overflow.
    • OR if you have quantitative data of a community already available, you may instead use KNIME or Gephi to do a social network analysis of the community and then analyze that using the theories of collaboration.
  2. A plan of how to improve the situation in the community using gamification. Please use one of the presented theories.
  3. Has scientific references to peer-reviewed conference or journal articles.
  4. Uses the ACM template and reference format. More information and sample template available here. There is also a guide for formatting references.

Remember the length of the paper! Do not go into too much (or too little) detail. If you are uncertain, please ask for advice.

Returning and Deadline The report is returned by email to Antti Knutas (firstname.lastname@lut.fi) in the PDF file format. The deadline is 30.6. If you have issues or need advice, please also contact by email. Let’s discuss and solve them!

Antti’s research / case studies on gamification

Preliminary Readings on Gamification and Collaboration

Optional, but good scientific articles that discuss different issues on gamification and collaboration:

Sources on Design Science Research

Design Science Research vs. Action Research

Material on Systematic Literature Reviews

LDA Text Mining