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Participatory design as a co-creation methodology for health literacy games: the case of the TRIO project

datacite.subject.fosCiências Naturais::Ciências da Computação e da Informação
datacite.subject.fosCiências Sociais::Outras Ciências Sociais
datacite.subject.sdg03:Saúde de Qualidade
datacite.subject.sdg04:Educação de Qualidade
dc.contributor.authorVan Zeller, Maria
dc.contributor.authorMorgado, Leonel
dc.contributor.authorPeçaibes, Viviane
dc.date.accessioned2025-01-22T12:57:29Z
dc.date.available2025-01-22T12:57:29Z
dc.date.issued2025-01-21
dc.description.abstractThe co-creation of games is a research area that has shown very promising results in identifying technological requirements. It is an approach where the researcher usually adopts the role of a participant observer, guiding the dynamics of co-creation acts. This situation limits the opportunities for replicability of co-creation methods by independent facilitators, which could elucidate the quality and improvement opportunities of these methods, contributing to their more widespread application. In this paper, we present a methodology that aims to overcome this limitation, allowing the replication of co-creation workshops by different independent facilitators. This methodology was conceived in the context of collecting relevant information for the design of an educational digital platform that intends to use gamified resources for adult education in digital health data literacy. Specifically, co-creation workshops were used to gain an overview of the difficulties of different age groups in this area and their perspective on which games would best address these difficulties. The workshops were conducted in five countries with planning oriented so that each country could have a different facilitator, not requiring the presence of the researcher who designed them. The challenge of this planning was to maintain the approach of the facilitators identical in all countries, as best one could. We present here the method adopted through its planning and materials designed for information collection, which included brainstorming using card sorting and game ideation with the use of templates. The analysis of replicability by independent facilitators was done by scrutinizing the produced elements, which allowed us to observe the aspects of coherence and divergence among the various facilitators. Thus, we conclude that this approach is a good starting point to overcome current limitations and identify possible lines of improvement.por
dc.description.abstractpor
dc.identifier.doi10.1145/3702163.3702413
dc.identifier.isbn979-8-4007-1781-9
dc.identifier.urihttp://hdl.handle.net/10400.2/19386
dc.language.isoeng
dc.peerreviewedyes
dc.publisherAssociation for Computing Machinery (ACM)
dc.relation.hasversionhttps://doi.org/10.1145/3702163.370241
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectParticipatory design
dc.subjectCo-creation workshops
dc.subjectDigital literacy
dc.subjectHealth literacy
dc.subjectData literacy
dc.subjectDigital games
dc.subjecte-learning
dc.titleParticipatory design as a co-creation methodology for health literacy games: the case of the TRIO projectpor
dc.typeDocumento de conferência
dspace.entity.typePublication
oaire.citation.conferenceDate2024-09-18
oaire.citation.conferencePlacePorto, Portugal
oaire.citation.endPage198
oaire.citation.startPage192
oaire.citation.titleICETC '24: Proceedings of the 2024 the 16th International Conference on Education Technology and Computers
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85

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