Periodic Reporting for period 1 - GAMINCLUSIVE (Gameful approaches for Equity, Diversity and Inclusion education)
Période du rapport: 2022-09-01 au 2024-08-31
Education can and must play a significant role in tackling these systemic issues by empowering individuals with the needed knowledge, skills, and attitudes to reflect and change their own actions. Equity, Diversity, and Inclusion (EDI) education integrates prevention and response to discrimination incidents through the mitigation of implicit biases, raising awareness of behaviours that might have inequitable effects and emphasising policies to investigate prejudice.
GamInclusive proposes a framework to guide professionals and enthusiasts in designing gameful EDI educational approaches that promote cognitive, behavioural, and attitudinal learning to mitigate implicit bias and empower individuals in reflecting, exercising, and upholding each others’ rights, by:
- Integrating theories, design methodologies, and existing outcomes of gameful design and EDI educational approaches through a systematic review of the literature and applications to consolidate the union of these topics;
- Quantitative and qualitatively analyzing empirical results of a gameful EDI educational system within University settings by designing, developing, and evaluating EDI instructional materials, interactive prototypes, and a gameful web application;
- Defining a framework to design gameful EDI educational strategies that cognitively raises awareness about social issues and engages individuals with behavioural and attitudinal changes, based on theoretical and empirical evidence.
- Bridging computer science and social psychology methodologies to understand and address discrimination effects through and in EDI education and gameful design processes (e.g. implicit and algorithm biases);
- Creating gameful EDI educational prototypes to raise awareness about inequality issues and engage individuals in social change through cognitive, behavioural, and attitudinal learning;
- Investigating different gameful design approaches based on individuals’ demographics and preferences, and the cognitive, behavioural, and attitudinal learning outcomes in experimental settings;
- Disseminating the empirical results, and defining the first framework to guide academic and non-academic audiences in designing gameful EDI educational strategies, based on theoretical and empirical evidence;