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

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, the...

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Vydáno v:AI & society Ročník 39; číslo 3; s. 1317 - 1329
Hlavní autoři: Musi, Elena, Federico, Lorenzo, Riotta, Gianni
Médium: Journal Article
Jazyk:angličtina
Vydáno: London Springer London 01.06.2024
Springer Nature B.V
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ISSN:0951-5666, 1435-5655
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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.
AbstractList 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.
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.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.
Author Musi, Elena
Federico, Lorenzo
Riotta, Gianni
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Issue 3
Keywords Fake news
Data literacy
Critical thinking
Human–computer interaction
Language English
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Snippet In response to the ever-increasing spread of online disinformation and misinformation, several human–computer interaction tools to enhance data literacy have...
In response to the ever-increasing spread of online disinformation and misinformation, several human-computer interaction tools to enhance data literacy have...
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SubjectTerms Artificial Intelligence
Computer Science
Control
Criteria
Critical thinking
Digital media
Digitization
Engineering Economics
False information
Focus groups
Gamification
Information literacy
Journalism
Literacy
Logistics
Marketing
Mechatronics
Media literacy
Methodology of the Social Sciences
Open Forum
Organization
Performing Arts
Robotics
Social networks
Society
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Title Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework
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Volume 39
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