Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF

Zampeta Legaki, Mattia Thibault, Juho Hamari

Tutkimustuotos: KonferenssiartikkeliTieteellinenvertaisarvioitu

3 Sitaatiot (Scopus)
24 Lataukset (Pure)

Abstrakti

Due to the datafication of our society the necessity to increase data literacy is at an all time high. In this brief paper we present the design of the gamified application GANDALF, aiming to promote data literacy and used in experiment-based research. Following a methodology of research through design, we account for the different phases of the process and frame them as explorative and insightful epistemic stages. Such recount allow us some critical reflection over the design of GANDALF and to formulate five key design considerations that we hope will be useful in the future for the creation of software with similar purposes.
AlkuperäiskieliEnglanti
OtsikkoProceedings of the 17th International Conference on the Foundations of Digital Games
ToimittajatKostas Karpouzis, Stefano Gualeni, Johanna Pirker, Allan Fowler
KustantajaACM
Sivut1-4
ISBN (elektroninen)978-1-4503-9795-7
DOI - pysyväislinkit
TilaJulkaistu - 2022
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaInternational Conference on the Foundations of Digital Games - Athens, Kreikka
Kesto: 5 syysk. 20228 syysk. 2022
Konferenssinumero: 17

Julkaisusarja

NimiACM Proceedings on Foundations of Digital Games

Conference

ConferenceInternational Conference on the Foundations of Digital Games
LyhennettäFDG
Maa/AlueKreikka
KaupunkiAthens
Ajanjakso5/09/228/09/22

Julkaisufoorumi-taso

  • Jufo-taso 1

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