Online citizen science projects have demonstrated their usefulness for research, however little is known about the potential benefits for volunteers. We conducted 39 interviews (28 volunteers, 11 researchers) to gain a greater understanding of volunteers' motivations, learning and creativity (MLC). In our MLC model we explain that participating and progressing in a project community provides volunteers with many indirect opportunities for learning and creativity. The more aspects that volunteers are involved in, the more likely they are to sustain their participation in the project. These
Volunteer water quality monitors represent the intersection between citizen science and environmental stewardship. Understanding what motivates participation will enable project managers to improve recruitment and retention. This survey of 271 volunteers from eight water quality monitoring organizations in the U.S. found the strongest motivators to participate are helping the environment or community and contributing to scientific knowledge. No variation by gender was found, but younger volunteers have different motivations and preferences than older volunteers. Volunteers value the
The participation of non-professionally trained people in so-called citizen science (CS) projects is a much discussed topic at the moment. Frequently, however, the contribution of citizens is limited to only a few narrow tasks. Focusing on an initiative dedicated to the study of the human microbiome, this paper describes such a case where citizen participation is limited to the provision of funding, samples, and personal data. Researchers opted for a crowdsourced approaches because other forms of funding and recruitment did not seem feasible. We argue that despite the narrow understanding of
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TEAM MEMBERS:
Lorenzo Del SavioBarbara PrainsackAlena Buxy
Despite the rapid expansion of citizen-based monitoring, data from these programs remain underutilized by natural resource managers, perhaps due to quality and comparability issues. We present the Bosque Ecosystem Monitoring Program as a case study of an initiative successfully meeting long-term monitoring needs of federal, state, tribal, and local natural resource managers, and informing public policy. To maximize potential for partnerships with managers, we recommend the creation of a five-year plan including scientific goals and financial solvency strategies prior to establishing a citizen
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Rowan ConverseDaniel ShawKim EichhorstMay Leinhart
Community-based water monitoring (CBWM) provides essential baseline information on watershed health and engages the public in science, but those involved often encounter barriers to informing environmental management. We conducted qualitative interviews with watershed group coordinators and government counterparts from four CBWM organizations to explore instances where CBWM successfully influenced governmental decision-making. Our findings show that the level of rigor for quality standards, inclusion of volunteers, available resources, and desired goals are important considerations when
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Amy Buckland-NicksHeather CastledenCatherine Conrad
This issue forms Part II of JCOM's collection of articles and essays exploring the field of citizen science. Here I introduce the articles in Part II, outlining how they contribute to our understanding of the ways that volunteers participate in citizen science projects, what motivates this participation and what learning arises as a result of participation.
Computer Science (CS) education at the middle school level using educational games has seen recent growth and shown promising results. Typically these games teach the craft of programming and not the perspectives required for computational thinking, such as abstraction and algorithm design, characteristic of a CS curriculum. This research presents a game designed to teach computational thinking via the problem of minimum spanning trees to middle school students, a set of evaluation instruments, and the results of an experimental pilot study. Results show a moderate increase in minimum spanning
Games that help players develop an understanding of computer science concepts are a promising alternative to the current emphasis on programming. This workshop will introduce participants to digital and analog games that demonstrate how CS concepts can be integrated with game play and engaging story contexts. Relevant issues such as the use of player data for assessment of learning, the role of narrative in educational games, and the challenges of identifying appropriate concepts for game-based learning will also be addressed.
Computer science and its related fields are rapidly growing. However, there is a significant and rising shortage of women in this career domain. To combat this shortage, we explored the potential of coupling analog and digital games teaching computer science concepts to educate, interest, and engage female youth. For our purposes we created and used an analog and digital game both teaching the same computer science principle, image representation, in an after school program setting with middle school-aged females. Assessments were completed by the girls before and after the analog game version
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Stephanie EordanidsElisabeth GeeGail Carmichael
Science, research and emerging technologies often play a key role in many modern action movies. In this contribution we suggest to use genre analysis of folk narratives as an innovative and useful tool for understanding science and technology in action movies. In this contribution we outline our approach using illustrative examples and detail how understanding action movies as modern fairy tales can benefit the study of science, research and technology in popular culture.
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Anna Lydia SvalastogJoachim Allgaier
While the use of scientific visualisations (such as brain scans) in popular science communication has been extensively studied, we argue for the importance of popular images (as demonstrated in various talks at #POPSCI2015), including pictures of everyday scenes of social life or references to pictures widely circulating in popular cultural contexts. We suggest that these images can be characterised in terms of a rhetorical theory of argumentation as working towards the production of evidentiality on the one hand, and as aiming to link science to familiar visualities on the other; our example
This commentary considers the topics of humour and online settings. Both have received increasing attention amongst researchers and practitioners of science communication, and both raise numerous questions around the role of informality and enjoyment in the spread of information. However, online settings also provide a great range of data with which to address these questions. Here I suggest that close consideration of technical infrastructure plays an important role in this data collection. I shall do so using case studies drawn from two popular participatory websites, reddit and Facebook