How do Players and Developers of Citizen Science Games Conceptualize Skill Chains?

Author:

Miller Josh Aaron1,Horn Britton2,Guthrie Matthew1,Romano Jonathan3,Geva Guy4,David Celia5,Sterling Amy Robinson5,Cooper Seth1

Affiliation:

1. Northeastern University, Boston, MA, USA

2. Trinity University, San Antonio, TX, USA

3. Eterna Massive Open Laboratory; State University of New York at Buffalo; & Stanford University, Buffalo, NY, USA

4. Eterna Massive Open Laboratory, , Israel

5. Princeton University, Princeton, NJ, USA

Abstract

For citizen science games (CSGs) to be successful in advancing scientific research, they must effectively train players. Designing tutorials for training can be aided through developing a skill chain of required skills and their dependencies, but skill chain development is an intensive process. In this work, we hypothesized that free recall may be a simpler yet effective method of directly eliciting skill chains. We elicited 23 skill chains from players and developers and augmented our reflexive thematic analysis with 11 semi-structured interviews in order to determine how players and developers conceptualize skill trees and whether free recall can be used as an alternative to more resource-intensive cognitive task analyses. We provide three main contributions: (1) a comparison of skill chain conceptualizations between players and developers and across prior literature; (2) insights to the process of free recall in eliciting CSG skill chains; and (3) a preliminary toolkit of CSG skill-based design recommendations based on our findings. We conclude CSG developers should: give the big picture up front; embrace social learning and paratext use; reinforce the intended structure of knowledge; situate learning within applicable, meaningful contexts; design for discovery and self-reflection; and encourage practice and learning beyond the tutorial. Free recall was ineffective for determining a traditional skill chain but was able to elicit the core gameplay loops, tutorial overviews, and some expert insights.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference73 articles.

1. Knowledge component (KC) approaches to learner modeling;Aleven Vincent;Design Recommendations for Intelligent Tutoring Systems,2013

2. The impact of tutorials on games of varying complexity

3. Mapping learning and game mechanics for serious games analysis

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