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.
Alkuperäiskieli | Englanti |
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Otsikko | Proceedings of the 17th International Conference on the Foundations of Digital Games |
Toimittajat | Kostas Karpouzis, Stefano Gualeni, Johanna Pirker, Allan Fowler |
Kustantaja | ACM |
Sivut | 1-4 |
ISBN (elektroninen) | 978-1-4503-9795-7 |
DOI - pysyväislinkit | |
Tila | Julkaistu - 2022 |
OKM-julkaisutyyppi | A4 Artikkeli konferenssijulkaisussa |
Tapahtuma | International Conference on the Foundations of Digital Games - Athens, Kreikka Kesto: 5 syysk. 2022 → 8 syysk. 2022 Konferenssinumero: 17 |
Julkaisusarja
Nimi | ACM Proceedings on Foundations of Digital Games |
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Conference
Conference | International Conference on the Foundations of Digital Games |
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Lyhennettä | FDG |
Maa/Alue | Kreikka |
Kaupunki | Athens |
Ajanjakso | 5/09/22 → 8/09/22 |
Julkaisufoorumi-taso
- Jufo-taso 1