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How does Citizen Science Change us? Write up from the UCL Open Science Conference 2022

By Kirsty, on 26 May 2022

Guest post by Israel Amoah-Norman (IGP Research Intern)

The UCL Open Science Conference took place last month. Thanks to Covid, most of the sessions were online. However, on 6th April, the UCL Office for Open Science and Scholarship invited the Institute for Global Prosperity (IGP) to host a hybrid discussion themed ‘How Does Citizen Science Change Us?’. The IGP bases its activities around citizen-led research. For example, it launched its first study in September 2021: where citizen scientists trained by the IGP in qualitative data collection explored the effects of regeneration on household prosperity. The session on 6th April invited members of the research team to discuss how the experience had impacted them. It also invited academic researchers outside of the IGP to present their research and discuss how citizen science (CS) had impacted them and the local communities where their studies had taken place.

A quick side note: open science is focused on inclusive approaches to producing and evaluating research i.e., it opens research beyond the realms of academia to the wider community.

Now, back to the event. The conference was split into three parts:

Dr Rita Campos began proceedings with a thought-provoking opening statement about the benefits of CS. She stated that CS provides an innovative and methodological framework for projects – a move from a top-down approach to a bottom-up approach, and helps to create opportunities for scientists and researchers to learn together.

Following her opening remarks, citizen scientists and academic researchers discussed their research projects. In total, we had the pleasure of listening to 7 presentations. It was clear that from a societal angle, CS allows the examination of issues that really matter in local communities. It also builds stronger connections between members of communities who might not have otherwise spoken to each other. In terms of the individual impacts of CS, one of the presenters who was researching air quality in a community in Liverpool realised that a data-only approach would not help mobilise communities to make a difference. A former citizen scientist trained by the IGP who is now a local council candidate expressed how CS had built her confidence in public speaking.The final part of the conference invited Pye Nyunt (left) (Former Head of Insight & Innovation at the London Borough of Barking & Dagenham) and Dominic Murphy (right) (Principal Participation Officer from the London Borough of Camden) to discuss how CS work had impacted them and policy processes in their boroughs.

Dominic discussed his involvement in the Good Life Euston program and explained how the initiative made him realise that there is a route in understanding the issues of planning and regeneration based upon the experiences of Camden citizens. He also made a comedic analogy to citizens being like the councils’ nervous system (I enjoyed that). CS work also gave him the desire to replace public consultants with citizen scientists to survey local people about their experiences in Camden.

Pye explained that CS had taught him the importance of qualitative research. Realising that in his council, a qualitative data team was non-existent, he hired service designers to fix this.  He also noted that CS initiatives such as the Community Food Club created in his borough not only help local people but indirectly relieves the financial burden on the council.

The final segment opened the floor to members of the audience – other citizen scientists and researchers asked important questions about CS. Methods for assuring that CS is inclusive, whether CS training should be standardised, and the benefits and potential drawbacks of CS were topics of discussion.

Apart from the technical difficulties of the hybrid event, it went incredibly well. I had never heard of citizen science until January of this year. I always thought of scientific research as an area which could not be accessed by local people. This event made me realise how important it is for citizens to be included in research.

Catch up on the session in full below, or on UCL MediaCentral.

Using games to engage with Open Access (and beyond!)

By Kirsty, on 18 May 2022

Guest post by Petra Zahnhausen-Stuber, Open Access Team, UCL Library (LCCOS)

In recent years, ‘Gamification’, the use of game elements in non-gaming settings to improve user experience, has been embraced by Research Support Services at Higher Education Institutes. Research Support Games cover various topics including research data management, copyright and/or open access and address an audience ranging from early career researchers and academics to support staff.

For the organisers of the Research Support Games Days (RSGD), games can be an effective tool to communicate with scholars about often complex concepts. In its third instalment since 2019, this event promotes the use of game-based learning among Research Support Services by presenting games, online tools and platforms that could be beneficial for training purposes. Here it was also highlighted, that most of these games were designed to be played in person. However, the outbreak of the Covid-19 pandemic in 2020 was a catalyst for developing more virtual games as a way of continuing the engagement with researchers when face-to-face training was not possible. Despite any the challenges of creating digital games, their advantage of reaching a wider audience outside the physical environment of research institutions becomes apparent in the following examples of Open Access themed online games.

The Publishing Trap (UK Copyright Literacy), this game about scholarly communication focuses on helping researchers understand the effect of different publishing models, copyright and finances on the dissemination of their research. First launched as a board game in 2017, in response to the pandemic a digital version was created in 2020. In both versions participants form up to 4 teams representing four scholars in different career scenarios and make decisions about how to best publish their research. Retaining most of the original features, the online version uses interactive PowerPoint slides and can be played via any virtual classroom software with a break-out room functionality, so that the element of team discussions from the board game is being replicated.

A group of people doing a jigsaw puzzle on the floor

Open Access Escape Room in action at the 2022 EARMA conference

Similarly, in 2020, the role-playing Open Access Mystery game developed by Katrine Sundsbo uses downloadable slides. It was also designed for online platforms (i.e. Zoom) to allow for immediate verbal interaction between players who are tasked with finding the culprit responsible for a global lockdown of all research. The Open Access Escape Room, also by the same author, was originally created in 2018 as a physical game and digitally adapted in 2020 under the name The Puzzling Hunt for Open Access. Both versions follow the narrative of all research being locked away by a villain and are aimed at academic staff to gain an understanding of the concepts of Open Access. The players have to find clues and solve various Open Access themed puzzles in order to unlock research. Despite not replicating the original escape room format, where participants interact with each other in teams, the online game offers more flexibility as the mixed media-based puzzles can be completed by a single player at their own pace. Like most Research Support Games, all materials are published under a CC BY licence resulting in both versions having been played and adapted further in and outside the UK.

The single-player Open Axis: The Open Access Video Game (UCLA) was always designed for a remote learning environment intending to reach a worldwide audience of graduates and undergraduates. Created in 2020, this “choose your own adventure” can be played in a web browser, is predominantly text based but features classic 8-bit video games. The player chooses between several characters portraying scholars of various backgrounds. Following a non-linear narrative, the player’s decision impact the course of the in-game stories around themes of open access, scholarly publishing and research practices.

Choosing another approach of getting scholars interested in Open Access, the team at Robert Gordon University developed five online puzzles in 2021, including memory, crosswords and a scavenger hunt. Since puzzles can be played quicker than games, it makes them suitable for bite-sized learning during icebreakers or coffee breaks.
These games form by no means an exhaustive list and it is worth delving into the manifold resources of the Research Support Games Day Proceedings (below), where the benefits and challenges involved in taking games online are further explored.

For more information on Research Support Games Days and Gamification:

Adaptions of the “Open Access Escape Room”: