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

N. Legaki, Mattia Thibault, Juho Hamari
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Abstract

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.
数据素养的游戏化教育软件-通过设计方法对GANDALF的研究
由于我们社会的数据化,提高数据素养的必要性达到了前所未有的高度。在这篇简短的论文中,我们介绍了游戏化应用程序GANDALF的设计,旨在促进数据素养并用于基于实验的研究。遵循通过设计进行研究的方法,我们考虑了过程的不同阶段,并将它们框架为探索性和洞察力的认知阶段。这样的叙述让我们对GANDALF的设计进行了一些批判性的反思,并提出了五个关键的设计考虑因素,我们希望这些考虑因素对将来创建具有类似目的的软件有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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