Crowdsourcing as a Pedagogical Tool in Computer Science Higher Education: a Case Study
DOI:
https://doi.org/10.15346/hc.v11i1.143Abstract
The approach used and the insights gained from employing crowdsourcing techniques in a computer science homework assignment for higher education students are described in this paper. Making use of a platform that supports crowdsourcing in the cultural heritage domain, students were solicited to enrich the metadata associated with a selection of music tracks. The results of the campaign were further analyzed and exploited by students through the use of semantic web technologies. In total, 98 students participated in the campaign, contributing more than 6400 annotations concerning 854 tracks. The process also led to the creation of an openly available annotated dataset, which can be useful for machine learning models for music tagging. The outcomes of the campaign and the feedback collected via an online questionnaire allow us to draw useful insights about the challenges and benefits of incorporating crowdsourcing techniques into computer science curricula and the educational gains for students.Downloads
Published
2024-11-14
How to Cite
Lyberatos, V., Kantarelis, S., Kaldeli, E., Bekiaris, S., Tzortzis, P., Menis-Mastromichalakis, O., & Stamou, G. (2024). Crowdsourcing as a Pedagogical Tool in Computer Science Higher Education: a Case Study. Human Computation, 11(1), 47-70. https://doi.org/10.15346/hc.v11i1.143
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Research
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Copyright (c) 2024 Vassilis Lyberatos, Spyridon Kantarelis, Eirini Kaldeli, Spyros Bekiaris, Panagiotis Tzortzis, Orfeas Menis-Mastromichalakis, Giorgos Stamou
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