53,536 research outputs found

    Training citizen scientists through an online game developed for data quality control

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    Some form of training is often necessary for citizen science projects. While in some citizen science projects, it is possible to keep tasks simple so that training requirements are minimal, other projects include more challenging tasks and, thus, require more extensive training. Training can be a hurdle to joining a project, and therefore most citizen science projects prefer to keep training requirements low. However, training may be needed to ensure good data quality. In this study, we evaluated whether an online game that was originally developed for data quality control in a citizen science project can be used for training for that project. More specifically, we investigated whether the CrowdWater game can be used to train new participants on how to place the virtual staff gauge in the CrowdWater smartphone app for the collection of water level class data. Within this app, the task of placing a virtual staff gauge to start measurements at a new location has proven to be challenging; however, this is a crucial task for all subsequent measurements at this location. We analysed the performance of 52 participants in the placement of the virtual staff gauge before and after playing the online CrowdWater game as a form of training. After playing the game, the performance improved for most participants. This suggests that players learned project-related tasks intuitively by observing actual gauge placements by other citizen scientists in the game and thus acquired knowledge about how to best use the app instinctively. Interestingly, self-assessment was not a good proxy for the participants' performance or the performance increase through the training. These results demonstrate the value of an online game for training. These findings are useful for the development of training strategies for other citizen science projects because they indicate that gamified approaches might provide valuable alternative training methods, particularly when other information materials are not used extensively by citizen scientists

    Virtual learning environment for interactive engagement with advanced quantum mechanics

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    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats can not. We present our virtual learning environment \emph{StudentResearcher} which incorporates simulations, multiple-choice quizzes, video lectures and gamification into a learning path for quantum mechanics at the advanced university level. \emph{StudentResearcher} is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.Comment: 8 pages, 6 figure

    Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers

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    Although virtual citizen science projects have the potential to engage large networks of people in science research, seeding and maintaining such networks can be difficult. A feature of successful projects is that they have well-motivated volunteers. What makes volunteers motivated rather than apathetic? In this paper we focus on projects that contribute to psychology research, which we term ‘citizen psych-science’. This differs from typical citizen science because volunteers are asked to contribute themselves as data. We describe research studies that we conducted with Errordiary — a citizen psych-science project where volunteers tweet about their everyday experiences of human error. These studies were: (1) an interview study, to explore the motivations of eight Errordiary volunteers; and (2) three focus groups, to explore the potential of attracting new communities to Errordiary. We found that the personal nature of the data can influence participation in positive and negative ways. We suggest several factors that scientists need to consider when encouraging citizen psych-science volunteers to contribute their personal experiences towards research

    Designing for Online Collaborations and Local Environmental Action In Citizen Science: A Multiple Case Study

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    Traditional citizen science projects have been based on the scientific community’s need to gather vast quantities of high quality data, neglecting to ask what the project participants get in return. How can participants be seen more as collaborative partners in citizen science projects? Online communities for citizen science are expanding rapidly, giving participants the opportunity to take part in a wide range of activities, from monitoring invasive species to identifying far-off galaxies. These communities can bring together the virtual and physical worlds in new ways that are egalitarian, collaborative, applied, localized and globalized to solve real environmental problems. There are a small number of citizen science projects that leverage the affordances of an online community to connect, engage, and empower participants to make local change happen. This multiple case study applies a conceptual framework rooted in sociocultural learning theory, Non-Hierarchical Online Learning Communities (NHOLCs), to three online citizen communities that have successfully fostered online collaboration and on-the-ground environmental actions. The purpose of the study is to identify the range and variation of the online and programmatic functions available in each project. The findings lead to recommendations for designing these innovative communities, specifically the technological and programmatic components of online citizen science communities that support environmental actions in our backyards

    Designing for Online Collaborations and Local Environmental Action In Citizen Science: A Multiple Case Study

    Get PDF
    Traditional citizen science projects have been based on the scientific community’s need to gather vast quantities of high quality data, neglecting to ask what the project participants get in return. How can participants be seen more as collaborative partners in citizen science projects? Online communities for citizen science are expanding rapidly, giving participants the opportunity to take part in a wide range of activities, from monitoring invasive species to identifying far-off galaxies. These communities can bring together the virtual and physical worlds in new ways that are egalitarian, collaborative, applied, localized and globalized to solve real environmental problems. There are a small number of citizen science projects that leverage the affordances of an online community to connect, engage, and empower participants to make local change happen. This multiple case study applies a conceptual framework rooted in sociocultural learning theory, Non-Hierarchical Online Learning Communities (NHOLCs), to three online citizen communities that have successfully fostered online collaboration and on-the-ground environmental actions. The purpose of the study is to identify the range and variation of the online and programmatic functions available in each project. The findings lead to recommendations for designing these innovative communities, specifically the technological and programmatic components of online citizen science communities that support environmental actions in our backyards

    Creativity in Citizen Cyberscience

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    An interview study was conducted to explore volunteers’ experiences of creativity in citizen cyberscience. Participants were recruited from 4 projects: GeoTag-X, Virtual Atom Smasher, Synthetic Biology, and Extreme Citizen Science. Ninety-six interviews were conducted in total: 86 with volunteers (citizen scientists) and 10 with professional scientists. The resulting thematic analysis revealed that volunteers are involved in a range of creative activities, such as discussing ideas, suggesting improvements, gamification, artwork, creative writing, and outreach activities. We conclude that the majority of creative products are community-related. Creativity in citizen cyberscience is a collective process: volunteers create within a project and a community, both for themselves and for others

    The CrowdWater game: A playful way to improve the accuracy of crowdsourced water level class data

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    Data quality control is important for any data collection program, especially in citizen science projects, where it is more likely that errors occur due to the human factor. Ideally, data quality control in citizen science projects is also crowdsourced so that it can handle large amounts of data. Here we present the CrowdWater game as a gamified method to check crowdsourced water level class data that are submitted by citizen scientists through the CrowdWater app. The app uses a virtual staff gauge approach, which means that a digital scale is added to the first picture taken at a site and this scale is used for water level class observations at different times. In the game, participants classify water levels based on the comparison of the new picture with the picture containing the virtual staff gauge. By March 2019, 153 people had played the CrowdWater game and 841 pictures were classified. The average water level for the game votes for the classified pictures was compared to the water level class submitted through the app to determine whether the game can improve the quality of the data submitted through the app. For about 70% of the classified pictures, the water level class was the same for the CrowdWater app and game. For a quarter of the classified pictures, there was disagreement between the value submitted through the app and the average game vote. Expert judgement suggests that for three quarters of these cases, the game based average value was correct. The initial results indicate that the CrowdWater game helps to identify erroneous water level class observations from the CrowdWater app and provides a useful approach for crowdsourced data quality control. This study thus demonstrates the potential of gamified approaches for data quality control in citizen science projects

    Task workflow design and its impact on performance and volunteers' subjective preference in virtual citizen science

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    Virtual citizen science platforms allow non-scientists to take part in scientific research across a range of disciplines. What they ask of volunteers varies considerably in terms of task type, variety, user judgement required and user freedom, which has received little direct investigation. A study was performed with the Planet Four: Craters project to investigate the effect of task workflow design on both volunteer experience and the scientific results they produce. Participants' feedback through questionnaire responses indicated a preference for interfaces providing greater autonomy and variety, with free-text responses suggesting that autonomy was the more important. This did not translate into improved performance however, with the most autonomous interface not resulting in significantly better performance in data volume, agreement or accuracy compared to other less autonomous interfaces. The interface with the least number of task types, variety and autonomy resulted in the greatest data coverage. Agreement, both between participants and with the expert equivalent, was significantly improved when the interface most directly afforded tasks that captured the required underlying data (i.e. crater position or diameter). The implications for the designers of virtual citizen science platforms is that they have a balancing act to perform, weighing up the importance of user satisfaction, the data needs of the science case and the resources that can be committed both in terms of time and data reduction

    Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers

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    Although virtual citizen science projects have the potential to engage large networks of people in science research, seeding and maintaining such networks can be difficult. A feature of successful projects is that they have well-motivated volunteers. What makes volunteers motivated rather than apathetic? In this paper we focus on projects that contribute to psychology research, which we term ‘citizen psych-science’. This differs from typical citizen science because volunteers are asked to contribute themselves as data. We describe research studies that we conducted with Errordiary – a citizen psych-science project where volunteers tweet about their everyday experiences of human error. These studies were: (1) an interview study, to explore the motivations of eight Errordiary volunteers; and (2) three focus groups, to explore the potential of attracting new communities to Errordiary. We found that the personal nature of the data can influence participation in positive and negative ways. We suggest several factors that scientists need to consider when encouraging citizen psych-science volunteers to contribute their personal experiences towards research
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