39,204 research outputs found
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Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science?
Citizen Science (CS) refers to a form of research collaboration that engages volunteers without formal scientific training in contributing to empirical scientific projects. Virtual Citizen Science (VCS) projects engage participants in online tasks. VCS has demonstrated its usefulness for research, however little is known about its learning potential for volunteers. This paper reports on research exploring the learning outcomes and processes in VCS. In order to identify different kinds of learning, 32 exploratory interviews of volunteers were conducted in three different VCS projects. We found six main learning outcomes related to different participants' activities in the project. Volunteers learn on four dimensions that are directly related to the scope of the VCS project: they learn at the task/game level, acquire pattern recognition skills, on-topic content knowledge, and improve their scientific literacy. Thanks to indirect opportunities of VCS projects, volunteers learn on two additional dimensions: off topic knowledge and skills, and personal development. Activities through which volunteers learn can be categorized in two levels: at a micro (task/game) level that is direct participation to the task, and at a macro level, i.e. use of project documentation, personal research on the Internet, and practicing specific roles in project communities. Both types are influenced by interactions with others in chat or forums. Most learning happens to be informal, unstructured and social. Volunteers do not only learn from others by interacting with scientists and their peers, but also by working for others: they gain knowledge, new status and skills by acting as active participants, moderators, editors, translators, community managers, etc. in a project community. This research highlights these informal and social aspects in adult learning and science education and also stresses the importance for learning through the indirect opportunities provided by the project: the main one being the opportunity to participate and progress in a project community, according to one's tastes and skills
Student Wiki Pages: Online collaboration in a networked environment
This chapter is concerned with student collaboration and âpeer-supportâ pedagogy as facilitated by online learning environments. Specifically the chapter discusses the use of wiki tools as part of the e-learning strategy in a first year BA (Hons) Communication and Media unit at Bournemouth University. The pedagogical aim here is to assess studentsâ ability to work effectively in a computer-mediated environment by applying interpersonal communication skills taught in the unit, whilst fostering a professional engagement with the unitâs theoretical foundation and facilitating student-centred learning. The Student Wiki Pages is an educational strategy that encourages students to develop active learning, media literacy and scholarship at the start of their degree programmes, providing a solid underpinning for their future studies. Collaboratively producing a wiki means students have to be self-reflexive and critically evaluate their own notes from lectures and set readings on a weekly basis. Drawing on evidence from 2010/2011, the chapter will demonstrate how the Student Wiki Pages helped inspire studentsâ commitment to learning by analysing five core areas where student performance improved. Practical complexities of assessing collaborative learning will be evaluated, together with a discussion on how to manage student expectations in relation to grading and feedback
Patterns of Participation and Motivation in Folding@home: The Contribution of Hardware Enthusiasts and Overclockers
Folding@home is a distributed computing project in which participants run protein folding simulations on their computers. Participants complete work units and are awarded points for their contribution. An investigation into motivations to participate and patterns of participation revealed the significant contribution of a sub-community composed of individuals who custom-build computers to maximise their processing power. These individuals, known as âoverclockersâ or âhardware enthusiasts,â use distributed computing projects such as Folding@home to benchmark their modified computers and to compete with one another to see who can process the greatest number of project work units. Many are initially drawn to the project to learn about computer hardware from other overclockers and to compete for points. However, once they learn more about the scientific outputs of Folding@home, some participants become more motivated by the desire to contribute to scientific research. Overclockers form numerous online communities where members collaborate and help each other maximise their computing output. They invest heavily in their computers and process the majority of Folding@homeâs simulations, thus providing an invaluable (and free) resource
Understanding citizen science and environmental monitoring: final report on behalf of UK Environmental Observation Framework
Citizen science can broadly be defined as the involvement of volunteers in science. Over the past decade there has
been a rapid increase in the number of citizen science initiatives. The breadth of environmental-based citizen
science is immense. Citizen scientists have surveyed for and monitored a broad range of taxa, and also contributed
data on weather and habitats reflecting an increase in engagement with a diverse range of observational science.
Citizen science has taken many varied approaches from citizen-led (co-created) projects with local community
groups to, more commonly, scientist-led mass participation initiatives that are open to all sectors of society. Citizen
science provides an indispensable means of combining environmental research with environmental education and
wildlife recording.
Here we provide a synthesis of extant citizen science projects using a novel cross-cutting approach to objectively
assess understanding of citizen science and environmental monitoring including: 1. Brief overview of knowledge on the motivations of volunteers.
2. Semi-systematic review of environmental citizen science projects in order to understand the variety of
extant citizen science projects.
3. Collation of detailed case studies on a selection of projects to complement the semi-systematic review.
4. Structured interviews with users of citizen science and environmental monitoring data focussing on policy, in
order to more fully understand how citizen science can fit into policy needs.
5. Review of technology in citizen science and an exploration of future opportunities
Competing or aiming to be average?: Normification as a means of engaging digital volunteers
Engagement, motivation and active contribution by digital volunteers are key requirements for crowdsourcing and citizen science projects. Many systems use competitive elements, for example point scoring and leaderboards, to achieve these ends. However, while competition may motivate some people, it can have a neutral or demotivating effect on others. In this paper we explore theories of personal and social norms and investigate normification as an alternative approach to engagement, to be used alongside or instead of competitive strategies. We provide a systematic review of existing crowdsourcing and citizen science literature and categorise the ways that theories of norms have been incorporated to date. We then present qualitative interview data from a pro-environmental crowdsourcing study, Close the Door, which reveals normalising attitudes in certain participants. We assess how this links with competitive behaviour and participant performance. Based on our findings and analysis of norm theories, we consider the implications for designers wishing to use normification as an engagement strategy in crowdsourcing and citizen science systems
CITIZENS AND INSTITUTIONS BETWEEN COMPUTERS AND INTERNET - AN EMPYRICAL EVIDENCE FROM THE ITALIAN CASE
The diffusion of ICT technologies that generated the Internet phenomenon, is responsible of the world-wide incredible expectation level related to its high potential contribution to problem solution in many socio-economic sectors. In facts, the contribution of ICT in some sectors, as organizations management (public or private, profit or no-profit), was undoubtedly highly effective. The interaction between citizens and institutions is also considered extremely interesting, as the specific funds appropriation since the end of 90es of European Union on these topics can demonstrate. This wide interest caused the expectation of a remarkable services improvement, but the obtained results doesnât seem as much satisfactory. This international and European scenario had a meaningful reflex also in Italian case, because the lack of information flows between Institutions and citizens in our country is always strongly perceived as critical point. In a former study of 1998 (Tesauro, Campisi), some institutional web sites was included in a wider study sample about the usage of internet communications, reaching unflattering results. Nevertheless, some recent âaccidentsâ in citizen-institution relationships, widely reported by mass media and strictly related to computer technologies, suggest remarkable doubts about the usage of these technologies. This happen in spite of the creation of a specific Ministry in Italy and five years later the cited study, an incredible amount of time in terms of evolutionary dynamic of virtual environment). So, the main objective of this contribution is to show a scenario of citizen-institution relation via Internet in Italy at different scales (national, regional and local), identifying strength or weak points not only from users viewpoint and trying to underline the difficulties inherited from a poor usage of actual computer knowledge.
Social Media And Health: Implications For Primary Health Care Providers
This report is the second deliverable of the ?Digital Inclusion and Social Knowledge Media for Health: Frameworks and Roadmaps? project. The first discussed the concept of social and digital exclusion whilst this report focuses on the emerging phenomenon of social media. The report outlines current knowledge on the users and usages of social media for health and goes on to discuss social media in the context of a continuing focus (ref. D1.1) on the areas of mental health, smoking cessation and teenage lifestyles. The report concludes with an outline of an approach to a ?social media strategy? and with suggestions for directions for future research
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Innovating Pedagogy 2017: Exploring new forms of teaching, learning and assessment, to guide educators and policy makers. Open University Innovation Report 6
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This sixth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Learning In a NetworKed Society (LINKS) Israeli Center of Research Excellence (I-CORE).
Themes:
⢠Big-data inquiry: thinking with data
⢠Learners making science
⢠Navigating post-truth societies
⢠Immersive learning
⢠Learning with internal values
⢠Student-led analytics
⢠Intergroup empathy
⢠Humanistic knowledge-building communities
⢠Open Textbooks
⢠Spaced Learnin
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