ORCID Profile
0000-0002-3600-6047
Current Organisations
Deakin University
,
University of Canberra Faculty of Business Government and Law
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Publisher: Edward Elgar Publishing
Date: 15-08-2023
Publisher: Australian Journal of Information Systems
Date: 18-05-2020
Abstract: While most crowdsourcing (CS) cases in the literature focus on commercial organisations, little is known about volunteers’ motivation of initial and continued participation in not-for-profit CS projects and importantly, about how the motivations may change over time. It is vital to understand motivation and motivational dynamics in a not-for-profit context because a fundamental challenge for not-for-profit CS initiations is to recruit and keep volunteers motivated without any formal contract or financial incentives. To tackle this challenge, we explore high performing volunteers’ initial motivation for joining and sustaining with a GLAM (galleries, libraries, archives and museums) CS project. We situated our interpretive exploration in a case study of the Australian Newspapers CS project initiated by the National Library of Australia. Based on the case study, we found that high-performing volunteers were motivated by a combination of personal, collective, and external factors classified into intrinsic, extrinsic, and internalised extrinsic motivations. Further, we found that these motivations changed over time. Specifically, many volunteers presented substantial personal (i.e., personal interest and fun) and community-centric motivations (i.e. altruism and non-profit cause) when they initially joined the project, whereas external motivations (i.e., recognition and rewards) had a greater impact on long-term participation. Our findings offer implications for CS system design (e.g., user profiles, tagging and commenting), incentive structure (e.g., reputation-based ranking, leader boards), and relational mechanisms (e.g., open communication channels) to stimulate sustainable contributions for not-for-profit CS initiatives.
Publisher: IGI Global
Date: 2013
DOI: 10.4018/978-1-4666-3649-1.CH010
Abstract: With Web 2.0 technologies becoming increasingly integrated into all facets of higher education and society, it is vital to use the digital communicative tools and digital media so that students develop appropriate digital literacy and human-computer interaction (HCI) skills to enable them to become participatory citizens in our future society. In this case study, Web 2.0 tools and scenarios for learning are used in learning tasks to connect learners, share ideas, communicate, and co-create content within a university learning environment. The context for the study is social informatics – a composite class comprising 25-30 postgraduate and 3rd year undergraduate students within the Faculty of Information Sciences and Engineering.The study of social informatics examines the impact of technology upon social processes and learning. In order for students to gain a more comprehensive understanding of the topic, they engaged in range of tasks that enabled them to engage in collaborative dialogue and knowledge creation. In this case study, a Moodle mashup (the integration of information from different sources into one Website) is used to amalgamate information from the class and external sources such as blogs, wikis, and Twitter. The integration of HCI and Web 2.0 technologies into the learning process is examined, highlighting how social media tools can improve student engagement, collaboration, and digital literacy and e-citizenship skills.
Publisher: Emerald
Date: 22-09-2021
Abstract: Recent technological advances have enabled consumers and citizens to contribute to organizational processes through co-production and co-creation in ways that challenge traditional co-production. However, the practices and capabilities for value co-creation are less understood, particularly in an increasingly networked social government ecosystem. The purpose of this research is to examine the enablement of new digital co-production practices in social media platforms (SMPs) and theorize SMP-enabled digital co-production vis-à-vis traditional co-production for public sector. Primarily using principles of interpretivist approaches, a qualitative content analysis of communication practices (i.e. genres) observed within Australian government Facebook pages was carried out to examine the salient digital forms of co-production practices. SMPs enable new practices in digital co-production for public sector (information dissemination, Q& A, feedback and co-creation), ranging from lower to higher intensity in terms of resource integration, scale of contributions, engagement and extent of relationship vis-à-vis traditional co-production. This research is bounded by its geographical emphasis on Australian Federal government. Hence, the results may not be readily transferable to other contexts. Our framework offers an array of choices for digital co-production strategies to suit agency's focus and goals for engagement in the Facebook Pages. As agencies progress to reach higher intensity co-production, public engagement and impact increases. The paper contributes to co-production in social government ecosystem by increasing the theoretical and practical understanding of new form of SMP-enabled digital co-production defined as “small-scale, repetitive, user-driven co-production that is flexible, durable, ad-hoc, and sporadic, where many hands make light work”. The proposed “co-production to co-creation” framework provides valuable guideline for enhancing public service provision via SMPs.
Publisher: Wiley
Date: 20-12-2022
DOI: 10.1111/ISJ.12423
Abstract: The success of crowdsourcing (CS) systems depends on sustained participation, which is an ongoing challenge for the majority of CS providers. Unfortunately, participants are frequently demotivated by technical difficulties and the incorrect use of CS systems, which can result in CS failure. Although the literature generally assumes that sustained participation in CS is determined by a shift between intrinsic and extrinsic motivation, the role of system‐use practices in facilitating such a shift remains unknown. We explore how CS system‐use practices influence participants' sustained motivation, evolving from initiation to progression to sustention. Using the notion of technology‐in‐practice as a lens, we develop and examine a process model using an in‐depth case study of a large‐scale ongoing CS project, the Australian Newspaper Digitisation Program. The findings suggest that CS participants' motivation is shaped by an evolving combination of three basic components (i.e., contextual condition, outcome and action intensity) and mediated by two types of system‐use practice (i.e., passive and active). Passive‐use practices facilitate sustaining motivation from initiation to progression, whereas active‐use practices have a key role in sustention. Our study contributes to the emerging literature on the substantial role of system‐use practices in sustaining motivation, resulting in sustained participation. The findings also offer actionable insights into improving the viability of CS systems in retaining and motivating continuous and increased contributions from participants.
Publisher: IEEE
Date: 12-2011
Publisher: Institute for Operations Research and the Management Sciences (INFORMS)
Date: 12-2017
Abstract: Crowdsourcing (CS) by cultural and heritage institutions engage volunteers in online projects without monetary compensation. Uncertainty concerning online volunteer motivation has led to a growing body of academic research. This study contributes to that debate, by extending focus to CS volunteer work in nonprofit cultural institutions where no monetary benefit is offered to volunteers. This study examines motivations of high performing volunteers in a newspaper digitisation CS project, initiated by the National Library of Australia. Volunteers are motivated by personal, collective, and external factors, and these motivations change over time. Volunteers initially show intrinsic motivations, though both intrinsic and extrinsic motivations play a critical role in their continued participation. Volunteer contributions range from data shaping (e.g., correcting digitised optical character recognition data) to knowledge shaping (e.g., shaping historical data through tagging and commenting, but also through development of norms and social roles). The locus of motivation (intrinsic or extrinsic) also changes with different kinds of contributions. The distinction between data and knowledge shaping contributions, and the locus and focus of motivation behind these activities, has implications for the design of CS systems. Design for improved usability through cognitive and physical system affordances and development of social mechanisms for ongoing participation is discussed.
Publisher: IEEE
Date: 12-2011
Location: Australia
No related grants have been discovered for Sultana Lubna Alam.