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Published on: December 16, 2010
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.
Abstract:
In response to the ever-increasing spread of online disinformation and misinformation, several human-computer interaction tools to enhance data literacy have been developed. Among them, many employ elements of gamification to increase user engagement and reach out to a broader audience. However, there are no systematic criteria to analyze their relevance and impact for building fake news resilience, partly due to the lack of a common understanding of data literacy. In this paper we put forward an operationalizable definition of data literacy as a form of multidimensional critical thinking. We then survey 22 existing tools and classify them according to a framework of 10 criteria pointing to their gameful design and educational features. Through a comparative/contrastive analysis informed by a focus group, we provide a principled set of guidelines to develop more efficient human-computer interaction tools to teach how to critically think in the current media ecosystem.
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