<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Patrick Randall on Ariadne</title>
    <link>http://www.ariadne.ac.uk/authors/patrick-randall/</link>
    <description>Recent content in Patrick Randall on Ariadne</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-gb</language>
    
	<atom:link href="http://www.ariadne.ac.uk/authors/patrick-randall/index.xml" rel="self" type="application/rss+xml" />
    
    
    <item>
      <title>Purposeful Gaming: Work as Play</title>
      <link>http://www.ariadne.ac.uk/issue/74/randall/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>http://www.ariadne.ac.uk/issue/74/randall/</guid>
      <description>Purposeful Gaming: Work as Play 
In 2011, Microtask and the National Library of Finland launched DigitalKoot [1], a project that used computer games to correct faulty Optical Character Recognition (OCR) outputs for historic newspapers. The project was an overwhelming success; in less than a year, thousands of volunteers had completed over 2.5 million tasks [2]. The greater success of DigitalKoot, however, was the introduction of gamification to non-profit digital preservation.</description>
    </item>
    
  </channel>
</rss>