Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework

Author:

Musi ElenaORCID,Federico Lorenzo,Riotta Gianni

Abstract

AbstractIn 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.

Funder

Horizon 2020

Publisher

Springer Science and Business Media LLC

Subject

Artificial Intelligence,Human-Computer Interaction,Philosophy

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Literacies Against Fake News;MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung;2024-04-10

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