Research Round-up: Science isn’t accessible to everyone. This is a problem.

christie_bahlaiThis week, we’re continuing a series (started Tuesday) of guest blogs from our Mozilla Fellows for Science, with Christie Bahlai, you can read more about Christie here on the 2015 fellows’ page, and read on to learn about her thoughts on open science, and her interaction with its discontents. Reach out to her on twitter @cbahlai, or read her blog here.

The scientific process, or at least the one we typically use in western academia, goes something like this. A scientist, wondering about some aspect of how the world works, does an experiment or makes observations, producing data. She then does some kind of analysis on the data to see what sort of patterns emerge. She then writes a report or paper where she describes what she did, what she saw, and what she thinks it means in the context of what we already know. Then she sends the paper to a journal, and the journal editor decides if the paper should be published with the help of peer reviewers.1 If it is published, it will be made available to other scientists through university libraries that subscribe to that journal.

Typically, this final paper is what we look at as the main product of research, but a lot of work happened behind the scenes in its production.  So you can see, this process can lead to a lot of problems-  namely, other scientists don’t have access to the behind-the-scenes products so they can build on the first scientist’s work, and the public, unless they have an in at the university library, can’t access the research paper at all.  This means the people that need science most- the ones making decisions that affect human health, livelihoods, and the environment,  do not have access to the all the information produced by scientists to help solve these problems.

Closed practice is pervasive in academic science. At every level of rank and organization, the infrastructure is built to not particularly value open practice, and sometimes outright deter it. The culture of academic science re-enforces secrecy through fear 2 – I remember even as an undergrad, hearing grad students talk about their concerns that their work would be ‘scooped’ by others.  There was an oral tradition where students passed down this message- that science was primarily an adversarial pursuit- you had to hold your cards close, lest your competitors use your data to solve their problems before you. These messages get reinforced as you pass along the pipeline and through the academic ranks.  High impact factor papers and grant funding are the currency of success in academia- there are few recognitions for inclusivity or reproducibility.  Because of these incredibly dominant cultural aspects, I believe the key to changing the culture is through gentle shifts in regulation and the reward structure- and then aim for the bulk of the change to occur in early career scientists.

Open science can improve reproducibility and accessibility issues presented by the current system, but requires training, advocacy, and a reward system. In an ‘open’ model, scientists use the tools and connectivity available to them through the internet to document and share all steps of the scientific process- posting raw data, the code they used to analyze the data, and the final publication- and invite comment at all stages in the process. Most scientists agree that learning to use technology to improve the reproducibility of their work is a good thing, but there is a lot of pushback against open science in my field for two big reasons.

  • the learning curve associated with taking a whole new approach to science is not trivial.
  • There are risks to open practice, both perceived and real, and rewards can be difficult to quantify under conventional academic metrics.

The first factor, I feel, is fairly easily addressed. Academics are used to doing things that are hard. Offering training in open science early in their careers makes learning it less hard, and then they can follow the path as they grow as scientists. I’m less able to address the second point because these are real structural problems that are harder to overcome. I feel like we need to change the value system- how people are evaluated- in academia to tip the ratio on these cost-benefit analyses.

I think one of the key factors in bringing open science to my field of organismal ecology involve breaking down the hesitance towards technology I’ve observed among many people in my field. To do this, I think the best approach is to start small- show them simple, small steps they can take that make their lives easier or more efficient- be it better documenting their data, scripting an analysis so that it automatically processes observations from a new experiment, or making their contributions more easily integrated with a collaborator’s work.

Open science has the potential to change both society and academia, for the better. It will place scientific evidence into the hands of people who need it most, from people working on more efficient agricultural systems in developing countries,  to people who want to learn better, evidence based ways to treat medical conditions. It will create an environment where scientists build on each other’s work, and can draw on the skills and ideas from the broader community.

1. the peer reviewers are asked to evaluate a paper based on a variety of criteria which varies with the journal. Some of them are good criteria, like “was the experiment competently performed and adequately described?” Some criteria are bad, like “does this paper represent a significant novel contribution to the field?” which is a rabbit hole I don’t want to go down right now.

2. and if we’re being honest, through appeals to ego and a high degree of competition. Getting your paper published at a ‘high impact journal’ is not just a way to feel like  you’re winning the game, it also helps distinguish you on a cutthroat job market.

Research Round-up: Science is much harder than it should be

RichardThis week, we’re kicking off a series of guest blogs from our Mozilla Fellows for Science, starting with Richard Smith-Unna, you can read more about Richard here on the 2015 fellows’ page, and read on to learn about his thoughts on open science, and his interaction with its discontents. Reach out to him on twitter @blahah404, or read his blog here.

Becoming a scientist is hard – I remember feeling very stupid as a student. Being a scientist is also hard – I still feel stupid a lot of the time! Science is about discovering things we didn’t know before, so we expect it to be a little hard. But I’ve come to realise that most of the feeling that it’s difficult comes from the tools and resources being difficult to use – not from the subject matter itself being hard. I’ve also come to realise that it doesn’t have to be this way.

When I felt confused and frustrated as a learner it wasn’t because I was stupid, it was because **what I was trying to take part in was not accessible**. We know an incredible amount about how to design user experiences effectively, and how to teach people well. It’s time we systematically applied these insights in science.

If someone wants to take part in science in any way, we should make it as easy as possible for them to do so. Stuff that scientists make should be easy to find and reuse by scientists and others. Science isn’t as hard as we make it look. We can do better.

Why is this happening?

I won’t pretend to know all the reasons why we fail to make science accessible. But I have some ideas.

In science there is a limited pool of money. Everyone who wants a job doing science is competing for a slice of that money. There’s not enough money for everyone to do what they want. So, there has to be a compromise.

Scientists have to do the kinds of science that get funding. If they don’t, they’ll be out of a job. So the people who hand out the money determine what kinds of science get done. That sets the tone for science culture.

The result is that scientists are trying to generate attention grabbing papers as efficiently as possible. They focus on getting the result, getting the paper written, and using as much free labour as possible. They don’t focus on the things that make science really valuable to society: being careful; getting closer to the truth over time; making their work products easy for others to engage with.

What can we do about it?

The obvious approach is to tackle the problem at the source: change the way money is handed out. But I think most people will feel powerless to make this happen. What else can we do to change our culture?

Regardless of how money is handed out, many scientists would make their work more accessible if it were easy. We could be making it easy to make science accessible.

One way to do this is to lead by example. There aren’t many good examples of advanced science learning resources that are really, truly easy to use. The same goes for software – there are very few examples of science tools with a really great user experience. And scientific communities online can be very exclusive – we need examples that show how we can make everyone feel welcome, valued and involved.

We also need resources and tools that make accessibility easy. For example, paper-writing tools could help us use less jargon. We could have a guide to managing accessible communities. Or a software user experience assessment and improvement service. The possibilities are endless.

All of these challenges could be tackled at a variety of scales.

We could take a specific field and improve one project there, to show how it could be done. Perhaps a specific example would translate to other fields – or perhaps the solution would be too subject-specific to transfer.

At the wider scale, we could develop solutions that apply to the whole of science. For example, changing how we communicate science in general, or how we can access the literature and re-use it.

The need to keep a broad array of people informed and engaged is not unique to science. For example, governments, journalists, and open source software projects face similar challenges. In many cases, they may have effective solutions we can learn form.

Gigabit VR: Putting the World into Our Kids' Hands

As part of our new application cycle, we’re exploring four areas in which we think next-generation networks could have a big impact on learning: virtual reality, video, big data, and connected devices.
Contemplating a Gigabit Community Fund application but don’t know quite where to begin? We invite you to explore these four focus areas alongside experts from Mozilla through a series of blog posts that we’ll be sharing over the next several weeks.  Today, Mozilla Curriculum Developer Chad Sansing kicks off the series with some great ideas on how current virtual reality technologies can be combined with next-generation networks for big classroom impact. 
What if stepping into the classroom or library meant you could step into anywhere?
That’s the core promise of virtual reality (VR) in our Gigabit Communities. The enormous amount of bandwidth available to us affords us the chance to do VR right. We can create and virtually inhabit digital environments with detailed textures and enough “room” for several people to be in one another’s telepresence all at once with very low lag or latency.
High-end desktop accessories for experiencing VR like the Oculus Rift exist alongside cheaper, mobile, more DIY solutions like Google Cardboard. Combined with other peripherals, like Microsoft’s Kinect cameras, we can even put ourselves inside virtual environments. It’s not unlikely that we’ll end up with wearble VR ‘computers’ (like the Microsoft Hololens) in the near future, as well.
Given the chance to explore the world – and to explore worlds we create ourselves – from every imaginable vantage point in 3D, what kinds of teaching and learning are possible with Gigabit VR?
First, let’s consider how Gigabit VR can make what we do now better.

  • We can make virtual field-trips into immersive 360-degree tours of sites around the world.
  • We can project real-time HD video feeds as VR environments for learners to explore from within to see the spatial relationships between the parts and the whole of something like a cell.
  • We can teach the web literacy and web VR using emergent technologies like Mozilla’s AFrame that make coding virtual environments as easy as coding basic webpages.
  • We can import models from AutoCAD and design software for students to “explode,” inspect, and iterate piece-by-piece in virtual workshops.
  • We can mash-up innovative projects like ‘Fight for the Open Web,’ a“Minecraft web literacy game-design challenge, and drop student developers and play-testers right inside the experiences they make for P2P learning.
  • We can emulate apps like RideW/Me to help parents and their children find and rehearse safe routes to learning spaces outside schools.

Next, let’s imagine new VR applications for the classroom and library.

  • We could develop virtual block-based coding and prototyping environments that make writing code like building LEGO. Think collaborative Scratch in 3D with virtual bits of circuitry and robotics to connect to the blocks.
  • We could create “city-as-canvas” VR environments empowering a variety of student community-improvement projects. Think of a VR SimCity based on your home town through which your could travel dropping new traffic signals, marking food deserts, and painting murals. Or think of a mobile app that lets you create and share community-enhancement mock-ups in situ as you walk around in real-life, pause here and there, put on your goggles, and create, like a painter carrying her easel and supplies all over town.
  • We could explode the diorama and develop a global, interdisciplinary, web-native library of learning objects kids could assemble into interactive exhibits that serve both as projects and, over time, portfolios. Think of kids building their own virtual museums of learning using a set of community-created assets like something out of the Sims.

While we have the capacity to do work like this now through platforms like Minecraft or Second Life, combining web VR with gigabit connections gives us the chance to make this work web-native, mobile, and user-friendly in the same way AFrame makes coding VR environments like building a basic webpage.
Finally, what are some possible VR moonshots?

  • Could we watch experiments in real-time from inside particle accelerators and colliders?
  • Could we build a browser-based VR interface to the Internet and Web that turned browsing and web literacy lessons into experiences more like exploring the neighborhood, sailing a ship, piloting a spacecraft, or exploring a dungeon? Can we build the Web as virtual MMORPG?
  • Could we broker virtual internship programs in arts, design, humanities, and sciences in which students and their mentors meet inside artworks, products, documents, and organisms?
  • Could we make students the virtual pilots and brains of deep-sea or near-space probes?

While we might not know how to build all of this all at once, we can use opportunities like the Gigabit Community Fund to begin building high-quality, high-bandwidth VR learning experiences with and for our kids and communities right now. With Gigabit VR and the Gigabit Community Fund, we can put the world into our kids’ hands.
How do we scaffold our students’ earliest VR experiences to help them change our world for the better? What do you think?  When you look around a 3D learning space, what do you see? How can Gigabit VR change teaching and learning local to you?  Share your ideas below or pitch them to the Gigabit Hive team. Please let us know how we can build, support, and improve web VR experiences for you and your students.

Research Round-up: Announcing Fellows’ Blogs

Many of our readers know that in 2015 we launched a program called Mozilla Fellows for Science, designed to support four individuals over the course of ten months as they work to complete projects in open source, open science, and open education affiliated with their graduate institutions of choice. You may have met the fellows at an Open Science event, or heard them give updates on our monthly Community Calls, and if you have yet to hear from them, we’d like to change that. Now, a few months into their work, we’re launching a series of blogs authored by our Fellows, tackling issues in open science and their respective (and awesome!) projects.

fellows

Continue reading …

Share Your Story of Research Data Re-use!

Back in October 2015, I posted an invitation to jump into the firehose of open data with me. To my delight, Stephanie Wykstra of Innovations for Poverty Action took me up on the offer and plunged in head first.

We know that data sharing makes research more reproducible and expands the value of collected data by making it available to others for re-use.  However, in some fields, we do not yet have much evidence about how or which data from original studies are being re-used or the challenges researchers face when they attempt to use these data for further research. Stephanie and I would like to start filling this gap by putting out a call for case studies to:

  • Highlight valuable research data sharing, and thereby start to reward original researchers for their contribution in sharing their data.
  • Improve our understanding of data re-use: what datasets are particularly valuable to researchers and why? What challenges arise when re-using other people’s data for further research?
  • Increase the quality of shared data with expanded development of data management best practices through identification of needs and barriers in data reuse.

What We’re Looking For

If you have re-used data for your own research, we would love to hear from you! Here are the parameters of the call:

  1. You re-used data in your research, which was originally collected by other researchers for their own study. Your study (and the original study) may be quantitative, qualitative or mixed methods. However, the re-used data must have been collected as a part of an original research study and must not be census or other large-scale survey data which are often re-used in the normal course of research. (We can find many cases of re-used longitudinal survey/administrative data, but fewer cases of re-use in other areas.)
  2. We’d like to collect case studies in which data re-use has led to a new publication. If the data were re-used for a report or article outside of a traditional peer-reviewed journal, we are still interested!
  3. We’re open to hearing case studies in all scientific fields. We’d especially welcome cases in the social sciences, where we know of few cases of research data re-use.
  4. While using original data to conduct re-analysis of the original research is very valuable, we’re more focused here on use of the data to go beyond the original research results (i.e., using the data to draw further conclusions, rather than checking the original conclusions).

How To Participate

We’d ask that you share some information about your data re-use case with us. To make this easier, we’ve created a form  to share your case study: http://bit.ly/data_reuse_form

We’re interested in:

  1.  What made the data that you re-used valuable for your own research?
  2. What made the data easy or challenging to re-use?  AND
  3. Your advice to researchers who are sharing their data for re-use.

After hearing from you via the form, we will get in touch if we have any follow-up questions to be sure we understand the details of your case to include in our write-up. The deadline for submitting your case study is March 10, 2016.

Why Participate

If you have used others’ data, you have valuable information to share with the wider community about your experience. Others can learn from you and you may learn something helpful too!

Sharing your experience will give credit to the original researchers by highlighting what made their data valuable and re-usable.

What We’ll Do With The Case Studies

We will make all responses publicly available in our report (with your permission). Depending on funding, we may be able to sponsor researchers who provide case studies to a workshop on data re-use.  Workshop participants would be invited to present their research and explore data re-use within a wider community with the desired outcome being a white paper on needs and best practices for data re-use.

Please spread this call far and wide to any you think would be interested in participating.  If you have questions, feel free to email either Stephanie Wykstra (@Swykstr) or myself (@shefw).

With your stories, we can further the cause of open data.   Jump on in… the water is fine.

Working Open Workshop Wrap-up

The first week in February was a big one for the Mozilla Science Lab. We hosted a week-long workweek for our Fellows for Science in Berlin, which culminated in a 2-day mini-conference that we called WOW, the Working Open Workshop. The event featured a mixture of talks and work sessions on open sourcing projects, building capacity in Mozilla Study Groups, and contributing to projects on Collaborate, all in preparation for our Global Sprint in June, 2016.

For the first half of the week, we brought together our 4 fellows and 5 staffers to test curriculum and programming for the workshop to follow, workshop the fellows’ projects and beta-test their prototypes. We punctuated this with a healthy balance of outreach co-organized programming with other meetups, like Hacks/Hackers-Berlin and the Berlin Open Science, as well as excursions to Transmediale (a concurrent Art/Tech Festival) and visits with Berlin’s FabLab. In the name of “open,” you can view our agenda here.

For the latter part of the week, we hosted about 40+ attendees, two Mozilla staffers-at-large, our Fellows and  the Science Lab Team for WOW, a flush 2-day event celebrating open science and global web collaboration. We kicked it off with a Berlin Open Science collab meetup featuring 10+ lightning talks from the global science community and an audience of almost 100 attendees. Our workshop featured sessions on working collaboratively in Github, packaging open data for re-use and developing documentation, as well as planning for inclusive communities, Code of Conduct creation, and open science netiquette. All sessions were transcribed and published online, along with the accompanying documentation for presentation materials and handout activities, ready for re-use by anyone interested in hosting their own “Working Open” session.

To learn more:

We’ll be following up with more updates from our fabulous fellows and our science/journalism fusion community on this month’s community call, Thursday February 11th; tune in to learn more!

 

 

Community call – Feb. 11, 11ET

Our next community call will take place this Thursday, February 11. The call is open to the public and will start at 11:00 am ET. Call in details can be found on the call etherpad (where you can also find notes and the agenda) and on the wiki. (If you have trouble with the toll-free number, try one of the numbers at the bottom of this post.)

The Science Lab community call takes place each month, highlighting recent developments and work of the community relevant to science and the web. Join us to hear more about current projects, find out how you can get involved, and listen to others (or yourself!) discuss their work in and around open research.

This month, we’re following up on feedback from our Working Open Workshop in Berlin, and our collaborative event at Hacks/Hackers Berlin where we discussed the relationship between science and journalism. Our theme will be “Open Science Media Makers,” featuring journalists, podcasters, videographers and other media producers who help translate the sciences into digestible and friendly media for the web. We’ll hear from RealScientists, April Clyburne-Sherin, Kurtis Baute, and Emily Elert about topics as varied as providing platforms for scientists to publicize media, developing viral videos to unpack complexity in the sciences, and pursuing careers in journalism with a specialization in a scientific beat. We’ll also hear updates from our 2015 Mozilla Fellows for Science. Should be a great call!

Have an update, blog post or event you’d like to share relevant to open science? Add it to the etherpad (see ‘Non Verbal Updates’). It’s a great way to share what you’re working on and/or interested in with the community. Don’t be shy. Have a look at last month’s notes for an idea of what others contributed to the conversation.

Mark your calendars, tune in and help us spread the word – everyone is welcome. For call-in details and links to the etherpad, visit our wiki page. We hope you’ll join us.

Note: Having trouble dialing in? Try one of these numbers. (Note that they are toll calls and you’ll be charged by your telephone company if the number is long-distance.)

After you enter the extension, you’ll be asked for the conference ID, which is 7677.

  • US/California/Mountain View: +1 650 903 0800, extension 92
  • US/California/San Francisco: +1 415 762 5700, extension 92
  • US/Oregon/Portland: +1 971 544 8000, extension 92
  • CA/Vancouver: +1 778 785 1540, extension 92
  • CA/Toronto: +1 416 848 3114, extension 92
  • UK/London: +44 (0)207 855 3000, extension 92
  • FR/Paris: +33 1 44 79 34 80, extension 92
  • DE/Berlin: +49 30 983 333 000, extension 92
  • NZ/Auckland: +64 9 555 1100, extension 92

Let's Continue to Imagine the Future of Education in Kansas City

Mozilla is excited to be back in Kansas City and even more excited to continue our work with inspiring local educators, innovators and technologists to leverage technology as a force for good in learning spaces.
We will continue to support a local ecosystem of education innovation through Hive KC and inspire the application of new technologies that leverage Kansas City’s ultra-fast gigabit internet for the benefit of education and workforce development through the Mozilla Gigabit Community Fund.
Since 2011, Mozilla has partnered with National Science Foundation and US Ignite to move gigabit innovations out of the lab and into places of learning. Mozilla is thrilled to be a part of this movement in Kansas City to support the creation of new learning opportunities, bring new voices into the conversation about what the future of the Web should look like, and advance the digital literacy of our youth.
Super fast internet connections – like Google Fiber – have the power to connect people across borders and allow collaboration in real time. From robots that can be controlled without lag from across town to virtual reality applications that transport students across the globe, this powerful internet infrastructure helps make so much more possible in education!
Now Accepting ApplicaitonsThe Gigabit Community Fund will make $300,000 available for pilot projects that show how high-speed networks can be leveraged for learning in the two pioneering gigabit cities – Kansas City and Chattanooga. Through these projects, we will continue to explore how next-generation technologies can make learning more immediate, equitable, and immersive. The application deadline is March 18, 2016.
To get your creative juices flowing about the potential of gigabit technologies in learning environments, here are some examples of previous projects –

Internet of Things

The Gigabots project connected developers at Big Bang with a local robotics club to pioneer connected robotics. Provided with the right combination of hardware, software, a cloud platform, and lessons in JavaScript, students built robots that could connect with each other in real-time from any location.

Big Data

The Wireless Earth Watchdogs project provided the curriculum and technology for students at Hixson High School to collect data on local water sources, monitor regional water pollution, and stream data in real time to researchers at the University of Tennessee at Chattanooga.
PlanIT Impact LLC developed a visually-rich application that allowed architecture students and urban planners in Kansas City to transfer and manipulate large open data to analyze environmental impact and influence early building design.

Video

Viditor is an open-source, collaborative video editor, leveraging gigabit speed to allow multiple users to create and edit projects in real time and from any device with a modern browser. The technology was piloted in an art class at the Baylor School and with beta-testers at the Chattanooga Public Library.

Virtual Reality

The Kansas City Public Library’s Digital Media Lab piloted Oculus Rift +Minecraft, which combined the immersive VR technology with gaming software for a civic education program. The pilot gave Kansas City’s urban youth a voice in their community as well as an opportunity to design their ideal neighborhood while learning important digital literacy and design skills.

Youth use Oculus Rift to explore virtual Minecraft neighborhoods created by their peers. Photo courtesy of KCDML.

Be Imaginative

These projects provide just a few examples of how gigabit technologies can be leveraged to create new opportunities for learning. Let’s continue to show how imaginative we can be in Kansas City for educating the next generation of thinkers, makers, and leaders!
Connect with us at www.hivekc.org and follow @HiveKC on Twitter. Submit your project application at www.mozilla.org/gigabit.
We can’t wait to hear your ideas!
Author note: Written by Janice Wait, Portfolio Manager Gigabit Hive Kansas City

Web Literacy Skills For Library Staff Project Kick-Off

  • adapt and refine Mozilla’s Web Literacy skills, curriculum, tools, and resources for public library staff and pilot in 5 public library systems and one library school of information;
  • connect and convey these  core web literacy skills with digital badges; and
  • develop a strategy for scale to other public libraries across the country.

At the launch meeting held in Washington DC, the project advisory board —consisting of representatives of IMLS, Mozilla, and an impressive group of experts in digital literacy, professional development, other kinds of innovative work and learning in libraries—came together to guide and shape the project. The meeting began with a spectrogram activity that allowed us to surface and discuss different/similar beliefs, ideas, and concerns about web literacy and libraries.
The advisory board had the opportunity to learn more about Mozilla’s mission, goals, and resources for learning and teaching web literacy skills. The discussions that emerged were rich and engaging. Key recommendations include: 1) keeping the primary purpose of the training in this project focused on equipping library staff with web literacy skills, and teaching to others secondary, and 2) presenting badges as connectors and an option, and not the driving force for professional development.
Opportunities and Challenges
We brainstormed opportunities and challenges to be aware of as we shape the project. A few opportunities discussed:

  • Creating opportunities for librarians to become expert curators of content and online learning experiences
  • Providing library schools information graduates (and graduates from other programs working as library professionals) the opportunity to learn new technologies, and how to scan the environment for new technologies
  • Leveraging membership associations as entities that can provide professional development opportunities to their member organizations and their individual library staff members
  • Connecting to existing certifications provided by state library systems
  • Equipping often under-resourced human resource departments with quality open source learning opportunities for staff

Challenges surfaced include:

  • Engaging unionized workers as partners in empowering staff to develop new skills
  • Empowering staff to gain new and update existing skills
  • Finding time to learn new skills
  • Establishing a culture of lifelong learning for the library profession
  • Navigating the decentralized nature of library systems

Screen Shot 2016-02-03 at 6.16.58 PM
Next Steps
Board members joined three subcommittees: pilot selection, evaluation, and scale/sustainability.  The immediate next step is  finalizing the selection criteria for pilots which will adapt and co-create with Mozilla open source web literacy curricula to develop training, tools and credentials for staff in public libraries. The potential to collaborate with Mozilla provides library staff the opportunity to be leaders, innovators, and advocates. Criteria will include:

  • Diversity of staff in geographic distribution as well as diversity of experience, knowledge, and specializations
  • Diversity of types of systems (e.g., rural/urban, main/branch, union/nonunion, consortia/non-consortia)
  • Buy-in from the library leadership
  • Willingness to contribute, refine and remix curriculum and tools
  • Willingness to share experiences with other sites and collaborate as a group

The meeting concluded with a thoughtful discussion about scale and sustainability with several themes emerging:

  • Leveraging opportunities for building the web literacy competencies into the professional development and credentials for library staff
  • Reaching out to organizations and leaders who should be engaged and/or informed of the project and its goals
  • Building on existing infrastructures and levers, such as associations, brands, library information schools, and current assessment tools
  • Understanding challenges of technology infrastructures
  • Engaging future leadership now for long-term benefits

 

"Open world, open web"

This past weekend, over fifty teens joined mentors, sponsors, and judges for the first ever SPARK Hackathon at St. Anne’s-Belfield School (STAB) in Charlottesville, VA. Participants came from six different area high schools and formed teams to tackle real-world problems posed by sponsors, including Mozilla. Every team did amazing work and the consensus among the judges and mentors seemed to be that the quality of work produced by hackathon attendees rivaled that of undergraduate students working in areas like computer science and biomedical engineering.

The SPARK Hackathon crew

The SPARK Hackathon crew, by STAB


We challenged students to create a “Fight for the Open Web” adventure, map, or mod inside the insanely popular, open-world, sandbox game, Minecraft. With over 70 million copies sold, Minecraft is both a cultural and educational phenomenon. Players can progress from simple, “vanilla” gameplay to run their own servers, build their own maps, and code their own mods for the game that add new assets and functionality. Players share their creations online, so we’re deeply curious about how we can use Minecraft to educate – and activate – its community around issues of freedom, privacy, and web literacy.
Our problem had three parts.

  1. What is the Open Web?
  2. What challenges does it face?
  3. How can those challenges be built as gameplay and story in Minecraft?

Before students split into problem-based teams, they had a chance to meet with each sponsor, ask questions about each problem, and share their ideas for solutions. I heard so many sharp ideas during this round-robin briefing that I knew we would have fantastic work to share coming out of the hackathon. Students suggested:

  • Using the Minecraft UI to represent the player’s information security, so that higher levels make a character more difficult to track or hit.
  • Making a character become increasingly transparent as his or her privacy and security stats rise.
  • Using dynamic signs to ‘publish’ information about characters’ inventories, locations, and stats inside the game, and then letting players craft items and gain levels that hide their information from the signs.
  • Building persistent cookies that players receive for accepting free items inside the game and making it so that each cookie permanently occupies inventory space, limiting players’ resource management.
  • Using portals to other zones – like “the Ender Zone” and “the Nether” – as ISP gateways and hubs.
  • Using ‘mobs’ – or monsters from the game – as cookies that surround and follow the player instead of attacking him or her, making it difficult to fit through small passages.
    Spider cookie

    Spider cookie

  • Using foot races along parallel paths to illustrate throttling by filling one path with blocks that slow character movement (such as webs or “Soul Sand”) and by using command blocks to apply the “Swiftness” effect to characters who pay diamonds, emeralds, or gold nuggets to use the faster path.
  • Creating a map with more freedom, but fewer resources, the further you travel away from a highly regulated central zone full of pay-to-play mini-games and surveillance measures.

Out of those brainstorming and Q&A sessions, two groups of six formed around our problem.
Both groups characterized the Open Web as a place where people came together to work and share without losing their sense of privacy or being watched by companies or governments. Without any help from mentors, our students identified the major challenges facing the Open Web as:

  • Threats to Net Neutrality and zero-rating.
  • Pay-to-play schemes.
  • Censorship and walled gardens.
  • Surveillance.

Then each group began to build. As one student put it, they had to make an experience about the Open Web “without being terrible like educational games.” The big idea, again, coming from one of our participants, was to create a game that made one thing clear: “Open world, open web.”

Team Open World at work

Team Open World at work, by STAB


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