公民网络科学中的数据分析:评估参与者学习和参与分析

Oula Abu-Amsha, Daniel K. Schneider, J. Fernandez-Marquez, Julien Da Costa, B. Fuchs, Laure Kloetzer
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引用次数: 6

摘要

公民网络科学(CCS)项目是一种在线项目,让没有必要的科学经验的参与者参与各种类型的在线任务,并为不同领域的科学研究做出贡献。许多研究证实了CCS项目对研究人员的有用性,而探索其对参与者的附加价值的研究却很少。具体来说,我们感兴趣的是,CCS项目在多大程度上帮助参与者在参与过程中通过典型的小型和非常具体的任务学习。在这项工作中,我们建议将另一种定量数据来源纳入研究工具箱,该工具箱通常用于评估公民科学背景下非正式学习中的学习。这个数据源是学习分析,它利用了已经非常普遍的网络分析,并且在各种在线学习环境中大量使用。根据我们在两个CCS试点项目中的经验,我们创建了一个框架来帮助CCS项目设计师在他们的项目中正确地实施学习分析,以便充分利用这些分析,并将它们与其他与用户体验相关的定量数据来源相结合。我们将提出的框架应用于两个不同类型的CCS试点项目:志愿者思考和游戏,以探索学习和参与之间的相互作用。最后,我们提出了一些避免陷阱的建议,并根据我们的经验提出了最佳实践建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Data Analytics in Citizen Cyberscience: Evaluating Participant Learning and Engagement with Analytics
Citizen Cyberscience (CCS) projects are online projects that engage participants with no necessary prior scientific experience in online tasks of very varied types and that contribute to the scientific research in different domains. Many research studies confirm the usefulness of CCS projects to researchers while less has been done to explore their added-value for the participants. Specifically, we are interested to know to what extent CCS projects help participants learn while participating through typically small-sized and very specific tasks. We propose in this work to include another source of quantitative data to the research toolbox usually used to evaluate learning in informal learning contexts as the context of citizen science. This data source is learning analytics that makes use of the already very ubiquitous web analytics and that is heavily used in varied online learning environments. Based on our experience with two CCS pilot projects, we created a framework to help CCS project designers properly implement learning analytics in their project in order to make the full use of these analytics and integrate them with other sources of quantitative data related to the user experience. We apply the proposed framework to explore the interaction between learning and engagement in two pilot CCS projects of different types: volunteer thinking and gaming. We conclude with a number of recommendations to avoid pitfalls and proposals for best practice based on our experience.
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