active learning; creative crowdsourcing; hackathon; learning experience; Management learning; Education
Abstract :
[en] While management education increasingly uses creative crowdsourcing techniques (e.g. hackathons and innovation crowdsourcing) to help students apply their knowledge to real business problems, this research examines crowdsourcing as a learning approach that enhances students’ learning experience, not by giving access to knowledge resources, but rather by creating a process that generates value and learning experience through active participation. Using an exploratory research (i.e. observations and in situ interviews) and a quantitative assessment (i.e. survey-based design), our findings show that students’ learning experience can be leveraged in the pre-activity stage (i.e. initial instructions, creative idea generation), and during and after the crowdsourcing activity (i.e. feedback from the company and from the instructor). We show that the learning experience is not only predicted by the informational value, but also by the social and enjoyment value, which can be enhanced through specific crowdsourcing activities. Further, our findings question the role of competitive settings in such learningconditions.
scite shows how a scientific paper has been cited by providing the context of the citation, a classification describing whether it supports, mentions, or contrasts the cited claim, and a label indicating in which section the citation was made.
Bibliography
Aleahmad, T., Aleven, V., & Kraut, R., (2009). Creating a corpus of targeted learning resources with a web-based open authoring tool. Learning Technologies, IEEE Transactions, 2(1), 3–9. https://doi.org/10.1109/TLT.2009.8
Alenezi, H. S., & Faisal, M. H., (2020). Utilizing crowdsourcing and machine learning in education: Literature review. Education and Information Technologies, 25(4), 2971–2986. https://doi.org/10.1007/s10639-020-10102-w
Amabile, T. M., Barsade, S. G., Mueller, J. S., & Staw, B. M., (2005). Affect and creativity at work. Administrative Science Quarterly, 50(3), 367–403. https://doi.org/10.2189/asqu.2005.50.3.367
Benedek, A., Molnar, G., & Szuts, Z., (2015, September17-19). Practices of crowdsourcing in relation to big data analysis and education methods. IEEE 13th International Symposium on Intelligent Systems and Informatics, Subotica, Serbia, (pp. 167–172).
Bernstein, M., Little, G., Miller, R., Hartmann, B., Ackerman, M., Karger, D., Crowell, D., & Panovich, K., (2010, October3-6). Soylent: A word processor with a crowd inside. In Proceedings of The 23rd Annual ACM Symposium on User Interface Software and Technology (UIST), New Orleans, Louisiana, USA, (pp. 313–322).
Brabham, D. C., (2010). Crowdsourcing: A model for leveraging online communities. In A., Delwiche & J., Henderson (Eds.), The participatory cultures handbook (pp. 120–129). Routledge.
Bullinger, A. C., Neyer, A.-K., Rass, M., & Moeslein, K. M., (2010). Community-based innovationcontests: Where competition meets cooperation. Creativity and Innovation Management, 19(3), 290–303. https://doi.org/10.1111/j.1467-8691.2010.00565.x
Chan, K. W., Li, S. Y., & Zhu, J. J., (2015). Fostering customer ideation in crowdsourcing community: The role of peer-to-peer and peer-to-firm interactions. Journal of Interactive Marketing, 31, 42–62. https://doi.org/10.1016/j.intmar.2015.05.003
Chen, Z., (2015, December26-27). Active Learning through combination of project-based learning with problem-based learning in Engineering Education, Proceedings of the 2015 International Conference on Social Science and Higher Education, Sanya, China, (pp. 233–236).
Chen, L. Xun, P, &Liu, D., (2020). Effect of crowd voting on participation in crowdsourcing contests. Journal of Management Information, 37(2), 510–535. https://doi.org/10.1080/07421222.2020.1759342
Cho, Y. H., & Cho, K., (2011). Peer reviewers learn from giving comments. Instructional Science, 39(5), 629–643. https://doi.org/10.1007/s11251-010-9146-1
Chuang, F.-M., Morgan, R. E., & Robson, M. J., (2015). Customer and competitor insights, new productdevelopment competence, and new product creativity: Differential, integrative, and substitution effects. Journal of Product Innovation Management, 32(2), 175–182. https://doi.org/10.1111/jpim.12174
Cox, D. S., & Cox, A. D., (2002). Beyond first impressions: The effects of repeated exposure on consumer liking of visually complex and simple product designs. Journal of the Academy of Marketing Science, 30(2), 119–130. https://doi.org/10.1177/03079459994371
Dean, K. L., Wright, S., & Forray, J. M., (2020). Experiential learning and the moral duty of business schools. Academy of Management Learning & Education, 19(4), 569–583. https://doi.org/10.5465/amle.2018.0335
Franzoni, C., & Sauermann, H., (2014). Crowd science: The organization of scientific research in open collaborative projects. Research Policy, 43(1), 1–20. https://doi.org/10.1016/j.respol.2013.07.005
Goodchild, M. F., & Glennon, J. A., (2010). Crowdsourcing geographic information for disasterresponse: A research frontier. International Journal of Digital Earth, 3(3), 231–241. https://doi.org/10.1080/17538941003759255
Hall, E. T., Jr., & Trager, G. L., (1990). The analysis of culture. ERIC Clearinghouse.
Hanine, S., & Steils, N., (2018). Crowdsourcing: A double-edged sword outsourcing strategy. In M., Franco (Ed.), Positive and negative aspects of outsourcing(pp.). InTechOpen. https://doi.org/10.5772/intechopen.74531
Howe, J., (2006). The rise of crowdsourcing.Wired Magazine. https://www.wired.com/2006/06/crowds/
Jiang, Y., Schlagwein, D., & Benatallah, B., (2018, June26-30). A review on crowdsourcing for education: State of the art of literature and practice. Twenty-Second Pacific Asia Conference on Information Systems, Yokohama, Japan, (pp. 1–14).
Ko, H., Chang-Hoan, C., & Roberts, M. S., (2005). Internet uses and gratifications: Astructuralequation model of interactive advertising. Journal of Advertising, 34(2), 57–70. https://doi.org/10.1080/00913367.2005.10639191
Larmer, J., (2014). Project-based learning vs. problem-based learning vs. X-BL. http://www.edutopia.org/blog/pbl-vs-pbl-vs-xbl-john-larmer
Leggett, A., (2014). Active learning pedagogies: Problem-based learning. http://www.uq.edu.au/tediteach/flipped-classroom/problem-bl.html
Little, G., Chilton, L. B., Goldman, M., & Miller, R. C., (2009).TurKit: Tools for iterative tasks on mechanical Turk. In P., Bennett, R., Chandrasekar, M., Chickering, P., Ipeirotis, E., Law, A., Mityagin, F., Provost, & L., von Ahn (Eds.) Proceedings of the ACM SIGKDD Workshop on Human Computation (HComp2009), Paris, France, (pp. 29–30). ACM.
Marjanovic, S., Fry, C., & Chataway, J., (2012). Crowdsourcing based business models: In search ofevidence for innovation 2.0. Science & Public Policy, 39(3), 318–332. https://doi.org/10.1093/scipol/scs009
Martinez, M. G., (2017). Inspiring crowdsourcing communities to create novel solutions: Competition design and the mediating role of trust. Technological Forecasting and Social Change, 117, 296–304. https://doi.org/10.1016/j.techfore.2016.11.015
Mason, W., & Suri, S., (2011). Conductingbehavioral research on amazon’s mechanical turk. Behavior Research Methods, 44(1), 1–23. https://doi.org/10.3758/s13428-011-0124-6
Mesny, A., Rivas, D. P., & Poisson de Haro, S., (2021). Business school professors’ teaching approaches and how they change. Academy of Management Learning & Education, 20(1), 50–72. https://doi.org/10.5465/amle.2018.0018
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A., (2017). Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies, 106, 26–43. https://doi.org/10.1016/j.ijhcs.2017.04.005
Murillo-Zamorano, L. R., López Sánchez, J. A., & Bueno Muñoz, C., (2020). Gamified crowdsourcing in higher education: A theoretical framework and a case study. Thinking Skills and Creativity, 36, 1–18. https://doi.org/10.1016/j.tsc.2020.100645
Page, F., Sweeney, S., Bruce, F., & Baxter, S., (2016, September8-9). The use of the ‘hackathon’ in design education: An opportunistic approach. Proceedings of the International Conference on Engineering and Product Design Education, Denmark, (pp. 1–6). Aalborg University.
Poetz, M. K., & Schreier, M., (2012). The value of crowdsourcing: Can users really compete with professionals in generating new product ideas?Journal of Product Innovation Management, 29(2), 245–256. https://doi.org/10.1111/j.1540-5885.2011.00893.x
Porcello, D., & Hsi, S., (2013). Crowdsourcing and curating online education resources. Sciencemag, 341(6143), 240–241. https://doi.org/10.1126/science.1234722
Prester, J., Schlagwein, D., & Cecez-Kecmanovic, D., (2019, June8-14). Crowdsourcing for education: Literature review, conceptual framework, and research agenda. ECIS Proceedings, Stockholm & Uppsala, Sweden.
Roehm, H. A., Jr., & Roehm, M. L., (2005). Revisiting the effect of positive mood on variety seeking. The Journal of Consumer Research, 32(2), 330–336. https://doi.org/10.1086/432242
Satzger, B., Psaier, H., Schall, D., & Dustdara, S., (2013). Auction-based crowdsourcing supporting skill management. Information Systems, 38(4), 547–560. https://doi.org/10.1016/j.is.2012.09.003
Savery, J. R., (2006). Overview of problem-based learning: De?nitions and distinctions. Interdisciplinary Journal of Problem-Based Learning, 1(1). https://docs.lib.purdue.edu/ijpbl/vol1/iss1/3/1110.7771/1541-5015.1002
Schenk, E., & Guittard, C., (2012). Une typologie des pratiques de crowdsourcing: l’externalisation vers la foule, au-delà du processus d’innovation. Management International, 16, 89–100. https://doi.org/10.7202/1012395ar
Solemon, B., Ariffin, I., Din, M., MD, & Anwar, R., MD. (2013). A review of the uses of crowdsourcing in higher education. International Journal of Asian Social Science, 3(9), 2066–2073. Retrieved from https://archive.aessweb.com/index.php/5007/article/view/2564
Steils, N., & Hanine, S., (2016). Creative contests: Knowledge generation and underlying learning dynamics for idea generation. Journal of Marketing Management, 32(17–18), 1647–1669. https://doi.org/10.1080/0267257X.2016.1251956
Suhonjic, A. Z., Despotovic-Zrakic, M., Labus, A., Bogdanovic, Z., & Barac, D., (2019). Fostering students’ participation in creating educational content through crowdsourcing. Interactive Learning Environments, 27(1), 72–85. https://doi.org/10.1080/10494820.2018.1451898
Sundar, I., Shyam, S., & Kalyanaraman, S., (2004). Arousal, memory and impressionformationeffects of animation speed in web advertising. Journal of Advertising, 33(1), 7–17. https://doi.org/10.1080/00913367.2004.10639152
Surowiecki, J., (2004). Thewisdom of crowds. Anchor Books.
Uskov, V. L., Bakken, J. P., & Aluri, L., (2019, April9-11). Crowdsourcing-based learning: The effective smart pedagogy for STEM Education. IEEE Global Engineering Education Conference (EDUCON), Dubai.
Weld, D. S., Adar, E., Chilton, L., Hoffman, R., Horvitz, E., Koch, M., Landay, J., Lin, C. H., & Mausam, M., (2012). Personalized online education - a crowdsourcing challenge. Human Computation AAAI Technical Report, 159–163.
Yin, R. K., (2011). Qualitative research from start to finish. The Guilford Press.
Similar publications
Sorry the service is unavailable at the moment. Please try again later.
This website uses cookies to improve user experience. Read more
Save & Close
Accept all
Decline all
Show detailsHide details
Cookie declaration
About cookies
Strictly necessary
Performance
Strictly necessary cookies allow core website functionality such as user login and account management. The website cannot be used properly without strictly necessary cookies.
This cookie is used by Cookie-Script.com service to remember visitor cookie consent preferences. It is necessary for Cookie-Script.com cookie banner to work properly.
Performance cookies are used to see how visitors use the website, eg. analytics cookies. Those cookies cannot be used to directly identify a certain visitor.
Used to store the attribution information, the referrer initially used to visit the website
Cookies are small text files that are placed on your computer by websites that you visit. Websites use cookies to help users navigate efficiently and perform certain functions. Cookies that are required for the website to operate properly are allowed to be set without your permission. All other cookies need to be approved before they can be set in the browser.
You can change your consent to cookie usage at any time on our Privacy Policy page.