OA-FWM - Project details (OA-FWM)
Specialist OA workshops and provision of OA materials
The BMBF funded project 'Fachspezifische OA-Workshops und Bereitstellung von OA-Materialien - OA-FWM' (subject-specific OA workshops and provision of OA materials - OA-FWM) aims in particular at improving subject-specific information and addressing in the field of Open Access. The project is a cooperation between the Communication, Information and Media Centre (KIM) of the University of Konstanz, the Kiel University (CAU), and the Göttingen State and University Library.
One of the main aims of the project is to win over researchers as multipliers for the dissemination of Open Access. To motivate them, gamification research is being carried out at the CAU in Kiel. The concept of gamification is based on the use of game elements such as points, leaderboards and the achievement of levels as an incentive system in a context other than that of the game. In addition, subject-specific communities of practice are to be established, which will publish new content on the Internet platform in a self-organized manner. These knowledge communities are to be controlled and organized by researchers themselves.
In the work package of the University of Konstanz, the subject-specific information on the information platform open-access.net - probably the best-known resource for information on Open Access in German speaking countries - will be updated and expanded, and reusable subject-specific materials created. In addition, specific workshops will be designed and organised within the framework of scientific conferences in order to optimise the information platform open-access.net in cooperation with experts and to adapt it to the needs of researchers.
In this project, the Göttingen State and University Library is responsible for the technical support and further development of the platform in order to optimise it in cooperation with experts and to extend the functionalities defined by the other project partners. This involves functionalities for the Community of Practice, which is to participate in the platform, as well as elements relating to the topic of gamification in order to increase collaboration on the contents of the platform.