Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF
Legaki, Zampeta; Thibault, Mattia; Hamari, Juho (2022)
Lataukset:
Legaki, Zampeta
Thibault, Mattia
Hamari, Juho
2022
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202211168422
https://urn.fi/URN:NBN:fi:tuni-202211168422
Kuvaus
Peer reviewed
Tiivistelmä
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.<br/>
Kokoelmat
- TUNICRIS-julkaisut [20263]