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Найдены 3 публикации
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Статья
Mavletova A. M. Social Science Computer Review. 2013. Vol. 31. No. 6. P. 725-743.

В статье проанализированы различия в качестве данных между компьютерным и мобильным веб-опросом. Для сравнения были использованы следующие показатели: (1) уровень откликов, (2) влияние порядка, в котором представлены ответы, (3) социальная желательность ответов, (4) уклонение от ответов,

(5) ответы на открытые вопросы. На основе эксперимента, сравнивающего два метода, показано, что мобильный веб-опрос имеет меньшую результативность по сравнению с компьютерным веб-опросом. Кроме того, ответы на открытые вопросы, заполняемые на мобильном устройстве, значительно короче по сравнению с ответами, полученными на компьютере. В то же время, не было выявлено различий между методами в  уровне социальной желательности ответов, степени уклонения респондентов от ответов, а также в степени влияния порядка представления ответов.

Добавлено: 3 мая 2013
Статья
Mavletova A. M., Couper M. P., Lebedev D. Social Science Computer Review. 2018. Vol. 36. No. 6. P. 647-668.
Добавлено: 1 ноября 2017
Статья
Mavletova A. M. Social Science Computer Review. 2015. Vol. 33. No. 3. P. 372-398.

Several studies have measured a gamification effect in the surveys among adults. However, no experiments have been published with a focus on younger respondents. In this article, data quality between three conditions is compared among children and adolescents 7–15 years old as follows: (1) a text-only survey, (2) a visual survey with an attractive design and images, and (3) a gamified sur- vey. To test a gamification effect, an experiment using a volunteer online access panel in Russia was conducted among 1,050 children. The gamified survey produced completion time more than a third longer than the text-only survey. A higher overall item nonresponse rate was found in both the gami- fied and visual surveys. However, this was mainly due to the Flash-based questions in these condi- tions. Fewer respondents straight-lined and used middle responses in the gamified and visual surveys. It was also less burdensome to complete the gamified survey. Children requested help to answer survey questions less often. They found it more enjoyable and easier. Moreover, the sub- jective evaluation of the completion time was not different from the two other conditions. Overall,

Several studies have measured a gamification effect in the surveys among adults. However, no experiments have been published with a focus on younger respondents. In this article, data quality between three conditions is compared among children and adolescents 7–15 years old as follows: (1) a text-only survey, (2) a visual survey with an attractive design and images, and (3) a gamified survey. To test a gamification effect, an experiment using a volunteer online access panel in Russia was conducted among 1,050 children. The gamified survey produced completion time more than a third longer than the text-only survey. A higher overall item nonresponse rate was found in both the gamified and visual surveys. However, this was mainly due to the Flash-based questions in these conditions. Fewer respondents straight-lined and used middle responses in the gamified and visual surveys. It was also less burdensome to complete the gamified survey. Children requested help to answer survey questions less often. They found it more enjoyable and easier. Moreover, the subjective evaluation of the completion time was not different from the two other conditions. Overall, we suggest that a gamification effect in web surveys among children should be explored further.

Добавлено: 21 августа 2014