This document outlines Citizen Cyberlab, a platform for citizen cyberscience projects. It discusses several pilot projects including ones in particle physics, disaster mapping, synthetic biology, and extreme science. It also outlines tools for creativity, understanding data, and monitoring learning. The goal is to enhance technology-enabled creative learning through citizen science games and collaboration. Projects will be evaluated based on learning outcomes, engagement, design, and process to help communities learn while contributing to scientific research.
3. Computation
Platform
How does Citizen Cyberlab work?
Volunteers
(Citizens)
Resources
Local
Machine
Cloud
Credentials
Thinking
Local
(VBox)
Cloud
Game
Developers
(Scientists)
Register Games
Local (Vbox)
Cloud (EC2,
Openshare)
CitizenGrid
4. Remixing Game Engine Open Game Analytics
identify an interest or aptitude in programming
for autistic and neurotypical children at an
early age
Games and Collaboration
Platform
12. Citizen Science Specific front end
HTML5 clients – Android+iphone
Enhanced mapping and exploration of data
Understanding
Tools
Device-independent Environment for Data Acquisition
and Understanding
14. Learning & knowledge acquisition
Investigation learning outcomes and processes in
Citizen Science
Mixed-method design
INTERVIEWS ENGAGEMENT &
ON-TOPIC
LEARNING
QUESTIONNAIRES
LEARNING
ANALYTICS
Researching pilot projects
Researching
the rest of
the world
ILICS
QUESTIONNAIRE
Main Research Hypothesis
(WH1) CCS projects offer a much broader
range of potential learning outcomes than
usually expected, far beyond the on-topic
learning and scientific literacy reported so far
in the literature (our six-points model of
informal learning in CCS).
(WH2) The broadness of learning outcomes is
mostly connected to the type of engagement
that projects allow.
Open Data
Learning
Behaviours
16. 2. A Do-It-Yourself
approach that sparks
curiosity &
wonderment
Community learning pilot: London, UK
Extreme
Science
Pilot
17. 3. Fusing hands-on
arts & science with
relevance to
everyday life
Community learning pilot: London, UK
Extreme
Science
Pilot
18. 4. Building capacity &
the infrastructure to
support it – learning
from Publiclab.org
Editor's Notes
GeoKey provide the glue for allowing this to happen, it provide the control over the data, links to platforms such ArcGIS, presentation in community maps, and importantly, linking to mobile data collection tools
GeoTag-X is an experimental platform for crowdsourcing the collection and analysis of photos for disaster response. Volunteer project leaders come to us with project ideas for the platform and we work together to implement them. Projects and photo sets are presented to volunteer Analysts for collection of data. Feedback from analysts and needs of project leaders guides development priorites on the platform.
…over an extended period of time. Not just people trusting you - but themselves: their abilities to do, to question and that what they do actually matters.
The main message is that we developed that for measuring user engagement and learning in the pilots. The framework is a combination of the CCLTracker Java Script library and existing tools such as google analytics, google tag manager, and R language for advance aggregation functions
In D6.2 we have been exploring the many different kinds of creativity that can be found in our Citizen Cyberlab pilot projects.
In the Synthetic Biology pilot, last year students made the Smell Game, and this year students have made Youtube videos.
In the GeoTagX and VAS pilots, we can see creative problem-solving in the discussion threads that volunteers post.
In the Extreme Citizen Science pilots, we can see creativity in volunteers’ blog posts (DIY playshops) and the newsletters and maps that volunteers create to promote their projects in their communities (air quality monitoring).
By exploring creativity across a range of different citizen cyberscience contexts, we hope to uncover factors that motivate different kinds of creativity, and learn more about the different ways that creativity can impact a project.
In some cases, playfulness facilitates the introduction of new concepts and ideas and thus breaks down barriers to full participation with otherwise ‘intimidating’ tools or spaces. In others, it provides an engaged setting for learning through curiosity and wonderment.
The methodology of the Explorer of the World playshop series is adaptive with activities that fuse the arts and sciences into the transactions of everyday life – relevant for ppl in a way that incites engagement in science and technology but in people’s own terms.
Kite-mapping, spectrometry, false colour image created from a Near Infrared aerial photo of a park (intense red = vigorous growth); learning from and collaborating with established communities such as Public Lab