Evaluating the effect of gamification on the deployment of digital cultural probes for children

被引:16
|
作者
Rodriguez, I. [1 ]
Puig, A. [1 ,2 ]
Tellols, D. [1 ,2 ]
Samso, K. [1 ,2 ]
机构
[1] Univ Barcelona, Dept Matemat & Informat, Fac Matemat & Informat, UBICS Res Ctr, Gran Via Corts Catalanes 585, Barcelona, Spain
[2] Univ Barcelona, Dept Matemat & Informat, Fac Matemat & Informat, IMUB Res Ctr, Gran Via Corts Catalanes 585, Barcelona, Spain
关键词
Cultural probes; Gamification; User research; SERIOUS GAMES; ENERGY;
D O I
10.1016/j.ijhcs.2020.102395
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
This research proposes a digital Cultural Probe (CP) for children in the context of energy use and awareness. A CP is a user research method that allows participants to self-report by means of tools, artefacts, and tasks that they complete at their own pace. Our CP aims to gather data about the energy related habits and knowledge of the children and their families and also aims to provoke reflection and raise their awareness of energy and environmental issues. It is well known that the main drawback of CPs is their low completion rate and the consequent lack of gathered data. Based on the impact of gamification on users' motivation and engagement, we aim to test the hypothesis that "Gamification may encourage an active and fruitful participation of children in Cultural Probes". CP consists of four tasks designed to gather information about the children and their families' electric consumption and saving habits. We developed the CP as an Android app which was evaluated with children from two primary schools in Barcelona, who interacted with two different app versions (gamified and non-gamified). We designed a comparative experiment that gathered data on CP completion rate, CP task completion rate, and the time required to complete the CP. To our surprise, we found a slight difference in favour of the non-gamified app in all of these measures, though this difference was not statistically significant. However, the difference in the children's awareness of and attitude to energy consumption before and after the realisation of the CP was significant as measured by the Wilcoxon signed-rank test. This was not the case for the effect on energy awareness of the children's relatives. The lessons we learned, which may also prove to be useful for researchers that aim to design cultural probes, are that user research methods for children can be effective enough when designed to be interactive and dynamic (i.e. digital CPs) and that the number of CP tasks may also be a factor to take into account. When the number of tasks is low, the CP is likely to achieve a high completion rate and the additional effort of gamifying the application may be not worthwhile. Then, gamification may support a CP with a large number of tedious tasks. When designers want children to reflect on key issues, the CP should be thoughtfully designed because it is not easy to foster children's reflection and reasoning.
引用
收藏
页数:11
相关论文
共 50 条
  • [1] The Use of Gamification in Evaluating Children's Emotional Intelligence
    Narimani, Abbas
    Khaleghi, Ali
    Haedar, Hadi
    Semnani, Farzad
    [J]. INTERNET OF THINGS, INFRASTRUCTURES AND MOBILE APPLICATIONS, 2021, 1192 : 806 - 813
  • [2] Designing and Evaluating MahjongBrain: A Digital Cognitive Assessment Tool Through Gamification
    Yang, Jiaoyun
    Jiang, Richu
    Ding, Huitong
    Au, Rhoda
    Chen, Jinying
    Li, Clara
    An, Ning
    [J]. HCI INTERNATIONAL 2023 LATE BREAKING PAPERS, HCII 2023, PT II, 2023, 14055 : 264 - 278
  • [3] Evaluating the use of gamification in mathematics learning in primary school children
    Araujo Cunha, Geovania Cezana
    Barraqui, Luciana Pelissari
    Andrade de Freitas, Sergio Antonio
    [J]. 2018 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE), 2018,
  • [4] EVALUATING THE TREATMENT EFFECT OF REPEATED PROBES
    WINNER, M
    ELBERT, M
    [J]. JOURNAL OF SPEECH AND HEARING DISORDERS, 1988, 53 (02): : 211 - 218
  • [5] DIGITAL GAME DESIGN ACTIVITY: IMPLEMENTING GAMIFICATION WITH CHILDREN IN THE CLASSROOM
    Ibharim, Laili Farhana Md
    Yatim, Maizatul Hayati Mohamad
    Zain, Nor Zuhaidah Mohamed
    [J]. AIMC 2017 - ASIA INTERNATIONAL MULTIDISCIPLINARY CONFERENCE, 2018, 40 : 399 - 411
  • [6] Evaluating Digital Cultural Heritage 'In the Wild': The Case For Reflexivity
    Galani, Areti
    Kidd, Jenny
    [J]. ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE, 2019, 12 (01):
  • [7] The Effect of Interactive Digital Storytelling Gamification on Microbiology Classroom Interactions
    Molnar, Andree A.
    [J]. PROCEEDINGS OF THE 8TH IEEE INTEGRATED STEM EDUCATION CONFERENCE (ISEC 2018), 2018, : 243 - 246
  • [8] Web Surveys Among Children and Adolescents: Is There a Gamification Effect?
    Mavletova, Aigul
    [J]. SOCIAL SCIENCE COMPUTER REVIEW, 2015, 33 (03) : 372 - 398
  • [9] Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
    Lopez-Belmonte, Jesus
    Segura-Robles, Adrian
    Fuentes-Cabrera, Arturo
    Elena Parra-Gonzalez, Maria
    [J]. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2020, 17 (07)
  • [10] Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification
    Ricoy, Maria-Carmen
    Sanchez-Martinez, Cristina
    [J]. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2022, 19 (03)