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Human-computer interaction tools with gameful design for critical thinking the media ecosystem: a classification
Elena Musi1, Lorenzo Federico2, Gianni Riotta2
1Department of Communication and Media, University of Liverpool, 19 Abercromby Square, Liverpool, L69 7ZG UK.
Summary
This study defines data literacy as critical thinking to combat online disinformation. It analyzes 22 gamified tools, offering guidelines for developing better educational technologies to improve fake news resilience.
Area of Science:
- Human-Computer Interaction
- Information Science
- Educational Technology
Background:
- Rising online disinformation necessitates tools to improve data literacy.
- Gamification is frequently used in these tools to boost engagement.
- Lack of systematic criteria hinders evaluation of tool effectiveness for fake news resilience.
Purpose of the Study:
- To propose an operationalizable definition of data literacy as multidimensional critical thinking.
- To survey and classify existing gamified tools for data literacy.
- To provide guidelines for developing more effective educational HCI tools.
Main Methods:
- Defined data literacy as multidimensional critical thinking.
- Surveyed 22 human-computer interaction tools.
- Classified tools using a framework of 10 criteria (gameful design, educational features).
- Conducted comparative/contrastive analysis informed by a focus group.
Main Results:
- Proposed a framework for analyzing gamified data literacy tools.
- Identified key gameful design and educational features.
- Provided insights into the strengths and weaknesses of existing tools.
Conclusions:
- A clear definition of data literacy is crucial for evaluating tools.
- Systematic criteria are needed to assess the impact of gamified tools on fake news resilience.
- Guidelines can inform the development of more effective educational technologies for critical thinking in the digital age.
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