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Appears in:
Pages: 1302-1305
Publication year: 2018
ISBN: 978-84-09-05948-5
ISSN: 2340-1095
doi: 10.21125/iceri.2018.1295

Conference name: 11th annual International Conference of Education, Research and Innovation
Dates: 12-14 November, 2018
Location: Seville, Spain

THE USE OF DESIGN SCIENCE RESEARCH IN THE CONSTRUCTION OF GAMIFIED INSTITUTIONAL DIGITAL REPOSITORIES

D. Pontes

Universidade do Estado do Amazonas (BRAZIL)
With the advent of open access, more and more universities seek to implement institutional digital repositories with the intention of disseminating and increasing the use of the research developed on their campus. However, only the implementation of these digital repositories has not been sufficient for the dissemination of knowledge generated within universities and public agencies. In the article (FARIAS, GALINDO, 2017), the authors present an analysis of the behavior of the use of digital repositories of Brazilian Federal Universities and verify that this use still does not surpass the use of the libraries, nor the search engines, since about 32.4% use sometimes 35.8% do not know what the tool is. When analyzing the degree of interaction of the users to the Institutional Repositories (IR), the research concludes that about 40% of the users did not know or did not use the IR of their university.

Based on the observed context and preliminary research on the object of study, this work started from the hypothesis that gamification contributes to increase participation levels in collaborative production projects such as in digital repositories.

The Design Science Research (DSR) paradigm has been widely discussed in recent years and has been highlighted as a theoretical framework or research strategy capable of guiding the construction of knowledge and improving the practices of disciplines related to the managerial and technological field of information science (BAX, 2014).

This paper examines the current literature on the topic. It discusses a number of initiatives which incorporate gamification whith in repositories. The paper concludes with an analysis of how repositories could be projected to support the gamifications elements.
This paper aims to present a theoretical-methodological framework for a future construction of a Gamma-based Institutional Repository based on Dspace.
@InProceedings{PONTES2018USE,
author = {Pontes, D.},
title = {THE USE OF DESIGN SCIENCE RESEARCH IN THE CONSTRUCTION OF GAMIFIED INSTITUTIONAL DIGITAL REPOSITORIES},
series = {11th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2018 Proceedings},
isbn = {978-84-09-05948-5},
issn = {2340-1095},
doi = {10.21125/iceri.2018.1295},
url = {http://dx.doi.org/10.21125/iceri.2018.1295},
publisher = {IATED},
location = {Seville, Spain},
month = {12-14 November, 2018},
year = {2018},
pages = {1302-1305}}
TY - CONF
AU - D. Pontes
TI - THE USE OF DESIGN SCIENCE RESEARCH IN THE CONSTRUCTION OF GAMIFIED INSTITUTIONAL DIGITAL REPOSITORIES
SN - 978-84-09-05948-5/2340-1095
DO - 10.21125/iceri.2018.1295
PY - 2018
Y1 - 12-14 November, 2018
CI - Seville, Spain
JO - 11th annual International Conference of Education, Research and Innovation
JA - ICERI2018 Proceedings
SP - 1302
EP - 1305
ER -
D. Pontes (2018) THE USE OF DESIGN SCIENCE RESEARCH IN THE CONSTRUCTION OF GAMIFIED INSTITUTIONAL DIGITAL REPOSITORIES, ICERI2018 Proceedings, pp. 1302-1305.
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