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Sökning: WFRF:(Sherson J. F.)

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1.
  • Beck, S., et al. (författare)
  • The Open Innovation in Science research field: a collaborative conceptualisation approach
  • 2022
  • Ingår i: Industry and Innovation. - : Informa UK Limited. - 1366-2716 .- 1469-8390. ; 29:2, s. 136-185
  • Tidskriftsartikel (refereegranskat)abstract
    • Openness and collaboration in scientific research are attracting increasing attention from scholars and practitioners alike. However, a common understanding of these phenomena is hindered by disciplinary boundaries and disconnected research streams. We link dispersed knowledge on Open Innovation, Open Science, and related concepts such as Responsible Research and Innovation by proposing a unifying Open Innovation in Science (OIS) Research Framework. This framework captures the antecedents, contingencies, and consequences of open and collaborative practices along the entire process of generating and disseminating scientific insights and translating them into innovation. Moreover, it elucidates individual-, team-, organisation-, field-, and society-level factors shaping OIS practices. To conceptualise the framework, we employed a collaborative approach involving 47 scholars from multiple disciplines, highlighting both tensions and commonalities between existing approaches. The OIS Research Framework thus serves as a basis for future research, informs policy discussions, and provides guidance to scientists and practitioners.
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2.
  • Díaz, C.M.C., et al. (författare)
  • More than Data Gatherers: Exploring Player Experience in a Citizen Science Game
  • 2020
  • Ingår i: Quality and User Experience. - : Springer Science and Business Media LLC. - 2366-0147 .- 2366-0139. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivations, and how could the game be improved. We analyzed the data using descriptive statistics and thematic analysis. Specifically, the thematic analysis helped to identify two cross-cutting themes amongst the players: (a) learning and (b) the opportunity to contribute to science. Results indicate that the opportunity to help science, along with game design, game elements, involvement of players with the scientific community, and players’ strategies influence the experience. Implications of the particular findings for the research on player experience on citizen science games and development of evaluation methods are discussed.
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