通过游戏化提高公民科学的可访问性并支持行为改变
研究信息
- 期刊 / 来源
- Citizen Science Theory and Practice
- 发表日期
- 2026-11-06
- 文献库
- OpenAlex
- 作者
- Nimisha Parashar, Alexa Spence, Liz Dowthwaite
- DOI
- 10.5334/cstp.963
英文原文摘要全文
Citizen science (CS), the participation of volunteers in the process of scientific data collection, data analysis, or classification, often requires volunteers to repeatedly participate and engage with the project. Gamification—the application of game elements outside traditional gaming—has attracted significant attention in the CS community to improve this participation and engagement in volunteers. Gamification could also be useful in supporting outcomes of a CS project, such as behavioural change of the volunteer beyond the project. However, understanding best practices for its use across d
中文摘要由自动翻译整理,可能丢掉原文的限定条件;涉及具体数字与结论时以英文原文为准。
这条研究涉及的词条
习得性无助
反复经历无法控制的负面刺激后,个体会停止尝试——即使后来有了改变处境的机会。
心流
技能与挑战恰好匹配时出现的高度投入状态:注意力收窄、时间感改变、自我意识消退。
自我决定理论
人有三种基本心理需要——自主、胜任、联结;满足它们产生内在动机,剥夺它们导致疏离与耗竭。
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内容用于快速浏览;学术引用与结论判断请以英文原文为准。