Gamification's Design in Promoting Equity, Diversity, and Inclusion Education
Khan, Md Mahbub Alam (2024)
Khan, Md Mahbub Alam
2024
Master's Programme in Computing Sciences
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2024-05-29
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202404254548
https://urn.fi/URN:NBN:fi:tuni-202404254548
Tiivistelmä
In recent years, the concept of equity, diversity, and inclusion (EDI) has grown significantly, with the COVID-19 pandemic highlighting the need for more effective measures. The pandemic has highlighted the urgent need for more targeted and efficient EDI measures, revealing disparities in marginalized communities. These disparities emphasize the need for specific and efficient EDI actions by highlighting the widespread impacts of discrimination based on ethnicity, gender, and socioeconomic status. To address these issues, we designed a game-like prototype aimed at facilitating EDI education through the use of gamification and experience-based learning. The prototype consists of nine interfaces designed to interact seamlessly, and motivational affordances such as instant feedback, progress bars, and storytelling were integrated into the prototype to enhance the learning experience and engagement. Three experts conducted a heuristic evaluation, and the results showed that the prototype was usable. While minor and major issues were identified, the absence of catastrophic problems underscores the overall effectiveness of the program. Moving forward, further development of the prototype into a fully functional application holds promise for addressing usability concerns and enhancing its capacity to promote equity, diversity, and inclusion in educational settings.