Voici les éléments 1 - 4 sur 4
  • Publication
    Accès libre
    Creativity in Citizen Cyberscience
    (2016-1-1)
    Jennett, Charlene
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    Cox, Anna L.
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    Schneider, Daniel
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    Collins, Emily
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    Fritz, Mattia
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    Bland, Michael J.
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    Regalado, Cindy
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    Marcus, Ian
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    Stockwell, Hannah
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    Francis, Louise
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    Rusack, Eleanor
    ;
    Charalampidis, Ioannis
    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.
  • Publication
    Accès libre
    Data Analytics in Citizen Cyberscience: Evaluating Participant Learning and Engagement with Analytics
    (2016-1-1)
    Oula Abu, Amsha
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    Schneider, Daniel
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    Fernandez-Marquez, Jose Luis
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    Da Costa, Julien
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    Fuchs, Brian
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  • Publication
    Accès libre
    Not So Passive: Engagement and Learning in Volunteer Computing projects
    (2016-1-1) ;
    Schneider, Daniel
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    Da Costa, Julien
    This paper focuses on an unexplored dimension of Citizen Science: the potential of Volunteer Computing (VC) for informal learning. VC has been one of the most popular forms of Citizen Science since its beginnings in 1997, when the first VC platforms, such as SETI@home, were created. Participation in VC is based on volunteers donating their idle computer resources to contribute to large-scale scientific research. So far, this has often been considered as a rather passive form of participation, compared to other online Citizen Science (or citizen cyberscience) projects, since volunteers are not involved in active data collection, data analysis or project definition. In this paper we present our research, which was conducted in 2013-2014 with the BOINC Community “Alliance Francophone”, and demonstrate that some of the volunteers in Distributed Computing research projects are not at all passive. We show that the dynamism of BOINC greatly relies on community-led gamification and that participation may lead to important learning outcomes. These include extending one’s scientific interests and network of people who share similar interests, and progressing within the fields of communication, computing and Internet literacy. Also, as demonstrated by our recent ILICS survey research (2015), these latest learning outcomes are experienced by all categories of participants according to their level of engagement irrespective of their level of formal education, which is an interesting finding for lifelong education policies. Altogether, VC projects engage volunteers emotionally, far beyond the simple use of their computer time and power, and may have a personal and educational value. For a minority of very active volunteers, these projects become real “Windows of Opportunity” for making friends, gaining skills and benefiting from new experiences, which would not easily happen otherwise in their normal everyday environment.
  • Publication
    Accès libre
    Motivations, learning and creativity in online citizen science
    (2016-1-1)
    Jennett, Charlene
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    ;
    Schneider, Daniel
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    Iacovides, Ioanna
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    Cox, Anna
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    Gold, Margaret
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    Fuchs, Brian
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    Eveleigh, Alexandra
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    Methieu, Kathleen
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    Ajani, Zoya
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    Talsi, Yasmin
    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 results have implications for the design and management of online citizen science projects. It is important to provide users with tools to communicate in order to supporting social learning, community building and sharing.