23 research outputs found
In the MOOD for Citizen Psych-Science
People make funny, frustrating and fatal errors on a daily basis. People can also create and apply strategies to avoid and mitigate error â this is called cognitive resilience. Researchers at UCLIC started the Errordiary project in 2009 as a way of raising awareness of human error research. Errordiary (www.errordiary.org) is an online public repository of the errors people make and the cognitive resilience strategies that they use. People contribute to it by using the #errordiary #rsdiary hashtags through Twitter. Over 130 people have contributed so far. The project has allowed researchers to gain a better insight into the resilience strategies that people use (Furniss et al., 2012). It has also been used as a real-life data set for teaching students about the psychology of human error (Wiseman, 2012). During August 2013 we interviewed 8 Errordiary contributors (5 female, 3 male) to find out more about their motivations for taking part. Most of our participants described their contributions as âoccasionalâ, where Errordiary contributions varied from once a week, once a month, to once every 6 months. As one participant describes, âI go through a period of not contributing for weeks and then remembering it exists.â One reason for this is that contributions are event-driven. People cannot contribute whenever they wish - it has to be once theyâve committed an error or used a resilience strategy. Some participants described forgetting to contribute. Those that were regular twitter users were more likely to remember. As one participant describes, âI was already sharing errors on Twitter, now itâs just adding a hashtag.â The content of the error also had an impact on contributions. Sometimes participants did not tweet an error because they thought others might view their contribution as âmundaneâ or ânot funny.â Contributions are visible to a personâs Twitter network, which means they are visible to a volunteerâs followers that may not know about the project. This makes contributing to Errordiary quite different to most other citizen science projects, where people contribute within the âsafetyâ of being among like-minded others who share their interests. A couple of participants even described how they had set up a separate Twitter account just for the purpose of contributing to Errordiary. This highlights an important issue in using Twitter for data collection, as volunteers make a trade-off between convenience and protecting their privacy. These findings also highlight some of the ways in which a citizen psych-science project differs from a typical citizen science project. In citizen science usually volunteers collect or analyse data related to their environment (Haklay, 2013). However in Errordiary, researchers are asking volunteers to contribute their experiences of error. This means that volunteers are helping to collaborate in research, but at the same time they are the participants of the research. We suggest that this makes contributing to Errordiary more personal, and perhaps more sensitive, compared to other projects. The risks associated with sharing errors (e.g. negative perceptions from others, being viewed as incompetent) may counteract a personâs general good will to help researchers. Overall our study reveals several interesting insights concerning the spectrum of citizen science, and pros and cons in using Twitter for data collection. The Errordiary project is currently changing from being an online archive of error to a hub to engage and learn about error. This includes a âDiscovery Zoneâ, allowing volunteers to explore research, media and games related to errors. It is now also possible for volunteers to login and contribute via the website â so the project is no longer restricted to Twitter users only. We plan to explore how these changes impact volunteersâ experiences in future research. References: Furniss, D., Back, J. and Blandford, A. (2012). Cognitive resilience: Can we use Twitter to make strategies more tangible? Proceedings of ECCE 2012, 96-99. Haklay, M. (2013). Citizen science and volunteered geographic information: Overview and typology of participation. In D. Sui et al. (Eds.) Crowdsourcing Geographic Knowledge: VGI in Theory and Practice, pp.105-122. Springer Netherlands. Wiseman, S. (2012). Errordiary: Support for teaching human error. âA contextualized curriculum for HCIâ workshop at CHI 2012
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Learning in Game Jams: A Case Study of the GLASS Summer School
Game jams provide exciting opportunities for education and research. In this session we describe the GLASS Summer School, sharing videos where students talk about their experiences, and sharing results from our learning survey. We discuss questions such as what are optimal conditions for game jams? How can we measure learning
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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
Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement
Previous research has shown that player involvement can be influenced by a range of factors, from the controllers used to the perceived level of challenge provided by the game. However, little attention has been paid to the influence of the game interface. Game interfaces consist of both diegetic (that can be viewed by the player-character, e.g. the game world) and non-diegetic components (that are only viewed by the player, e.g. the heads-up display). In this paper we examine two versions of a first-person shooter game to investigate how immersion is influenced through interacting with a diegetic and non-diegetic interface. Our findings suggest that the removal of non-diegetic elements, such as the heads-up display, is able to influence immersion in expert players through increasing their cognitive involvement and sense of control. We argue that these results illustrate the importance of considering the role of expertise in relation to how particular design choices will influence the player experience
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Gamification in Citizen Cyberscience: Projects in Particle Physics and Synthetic Biology
We present two new citizen cyberscience projects that are being developed in the research fields of Particle Physics and Synthetic Biology, and discuss several issues to be considered in relation to the gamification of these projects
Do games attract or sustain engagement in citizen science? A study of volunteer motivations
Increasingly, games are being incorporated in online citizen science (CS) projects as a way of crowdsourcing data; yet the influence of gamification on volunteer motivations and engagement in CS projects is still unknown. In an interview study with 8 CS volunteers (4 from Foldit, 4 from Eyewire), we found that game elements and communication tools are not necessary for attracting new volunteers to a project; however they may help to sustain engagement over time, by allowing volunteers to participate in a range of social interactions and through enabling meaningful recognition of achievements
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How to run an Errordiary Workshop: Exploring errors and resilience strategies with patients, professionals and the public
Errordiary is a public engagement initiative that aims to raise awareness and debate about error and resilience strategies. Errordiary in healthcare targeted patients, healthcare professionals and members of the public to see if it had potential for healthcare. To engage with these groups we ran a competition, surveys, focus groups and presentations. After a recent presentation about Errordiary one of the doctors that attended remarked, âI will be running a session on error and resilience strategies in my clinical practice, inspired by you!â. However, at that stage, it was not clear to us how to run such a session. In this paper we present a format that could be adapted by others. This format was successful in getting people with diabetes, healthcare professionals and the public to talk about and share their own errors and resilience strategies in three separate focus groups
Supporting engagement in research through a game design competition
Digital games are an engaging medium that have previously been used for communicating research to different audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in healthcare, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful
Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers
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 âcitizen psych-scienceâ. This differs from typical citizen science because volunteers are asked to contribute themselves as data. We describe research studies that we conducted with Errordiary â 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
MOODs: Building massive open online diaries for researchers, teachers and contributors
Internet-based research conducted in partnership with paid crowdworkers and volunteer citizen scientists is an increasingly common method for collecting data from large, diverse populations. We wanted to leverage web-based citizen science to gain insights into phenomena that are part of peopleâs everyday lives. To do this, we developed the concept of a Massive Open Online Diary (MOOD). A MOOD is a tool for capturing, storing and presenting short updates from multiple contributors on a particular topic. These updates are aggregated into public corpora that can be viewed, analysed and shared. MOODs offer a novel method for crowdsourcing diary-like data in a way that provides value for researchers, teachers and contributors. MOODs also come with unique community-building and ethical challenges. We describe the benefits and challenges of MOODs in relation to Errordiary.org, a MOOD we created to aid our exploration of human error