There is growing recognition that effective science communication should not merely focus on addressing scientific literacy but must also open dialogue between scientists and the public, build trust, and increase public interest in environmental research. Citizen science BioBlitzes offer a useful approach for science communicators to address many of these key aims. We explore the BioBlitz concept, learnings and outcomes based on a case study of a BioBlitz held in Sydney, Australia. We found that participants valued learning about biodiversity on the day and importantly, all participants
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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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
This paper introduces an ongoing research project on the use of electronics workshops in engaging underprivileged Latino middle and high school students in STEM – Science, Technology, Engineering and Mathematics. The project focuses on the practice of circuit bending – taking apart and creatively manipulating the circuits of children's toys to produce novel sound output. The main goal of the project is to design, develop and test curricula and materials that inspire learning in adolescents. Second hand, discarded or low cost electronics are used in the workshops as a low cost platform for
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Garnet HertzGillian HayesAmelia Guimarin
The Department of Computer Science and Engineering and DO-IT IT (Disabilities, Opportunities, Internetworking and Technology) at the University of Washington propose to create the AccessComputing Alliance for the purpose of increasing the participation of people with disabilities in computing careers. Alliance partners Gallaudet University, Microsoft, the NSF Regional Alliances for Persons with Disabilities in STEM (hosted by the University of Southern Maine, New Mexico State University, and UW), and SIGACCESS of the Association for Computing Machinery (ACM) and collaborators represent stakeholders from education, industry, government, and professional organizations nationwide.
Alliance activities apply proven practices to support persons with disabilities within computing programs. To increase the number of students with disabilities who successfully pursue undergraduate and graduate degrees, the alliance will run college transition and bridge, tutoring, internship, and e-mentoring programs. To increase the capacity of postsecondary computing departments to fully include students with disabilities in coursers and programs, the alliance will form communities of practice, run capacity-building institutes, and develop systemic change indicators for computing departments. To create a nationwide resource to help students with disabilities pursue computing careers and computing educators and employers, professional organizations and other stakeholders to develop more inclusive programs and share effective practices, the alliance will create and maintain a searchable AccessComputing Knowledge Base of FAQs, case studies, and effective/promising practices.
These activities will build on existing alliances and resources in a comprehensive, integrated effort. They will create nationwide collaborations among individuals with disabilities, computing professionals, employers, disability providers, and professional organizations to explore the issues that contribute to the underrepresentation of persons with disabilities and to develop, apply and assess interventions. In addition, they will support local and regional efforts to recruit and retain students with disabilities into computing and assist them in institutionalizing and replicating their programs. The alliance will work with other Alliances and organizations that serve women and underrepresented minorities to make their programs accessible to students with disabilities. Finally they will collect and publish research and implementation data to enhance scientific and technological understanding of issues related to the inclusion of people with disabilities in computing.
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TEAM MEMBERS:
Richard LadnerLibby CohenSheryl BurgstahlerWilliam McCarthy