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Source data
Type Journal article
Title Gamification for social perception: introducing scientific literacy to dabblers in citizen science
Year 2021
Publisher Journal of Science Communication
License [ CC-BY-NC-ND 4.0]
Source URL
Cite source as Citation reference for the source document. Velis, E., Torres, D., & Caballero, G. (2021). Gamification for social perception: Introducing scientific literacy to dabblers in citizen science. Journal of Science Communication, 20(6), A08.
Project data
Authors Emilio Velis
Diego Torres
Gino Caballero
Location San Salvador
Status Verified
Completed 2018
Instance of Game
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Understanding scientific concepts is a crucial factor in motivating dabblers at the start of co-created citizen science projects. This article describes PACMAC, a card-based cooperative card game aimed at introducing dabblers to hypothesis and falsifiability concepts through the visualization of a social perception map. The game was evaluated in five neighborhoods in El Salvador. The results showed that PACMAP is approachable for participants of different demographics to develop an understanding of the concepts of hypotheses and falsifiability.

Required materials[edit | edit source]

  • Deck of cards
  • Pen and pad
  • Computer to run the script
  • Projector

How to play[edit | edit source]

  1. A person from the group is selected as moderator and given the decks of cards facing down. The moderator may shuffle each deck separately.
  2. The moderator will draw one card from each deck. They will use the text to complete the phrase (scenario and location).
  3. The group will raise their hand if they disagree with the statement. The facilitators will take note of three things:
    • The card code for both cards drawn by the moderator (for example, S10 for "scenario 10" and L32 for "location 32").
    • The number of negative votes.
  4. After a number of rounds, the facilitators will load the observations on a spreadsheet and will run the script to generate a map.
  5. The resulting map will be shown on the screen for participants to discuss and validate the results.
Example of generated map.

See also[edit | edit source]

Page data
Type Journal article, Project
Keywords card game, community mapping, gamification, resiliency, citizen science, public understanding of science and technology, social inclusion
SDG Sustainable Development Goals SDG03 Good health and well-being
Authors Emilio Velis
Published 2018
License CC-BY-SA-3.0
Affiliations Reacción, Public Lab
Language English (en)
Impact Number of views to this page. Updated once a month. Views by admins and bots are not counted. Multiple views during the same session are counted as one. 1