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Supporting the Co-design of Games for Privacy Awareness

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Book cover The Challenges of the Digital Transformation in Education (ICL 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 916))

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Abstract

Privacy is a well-known concern connected to teenagers’ usage of e.g., social media, mobile apps, and wearables. However, providing proper learning in this area is challenging. Games have recently been proposed as a tool to increase awareness of privacy concerns. It is important that these games are relevant and engaging. In this paper, we present a workshop to involve teenagers in the co-design of games to promote privacy awareness, describing the workshop process together with the cards and the board that support the process. We evaluated the workshop together with students between 15–17 years of age divided in groups of 3–4 participants. Results show that all the groups were able to generate interesting game ideas and the workshop was perceived as entertaining.

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Notes

  1. 1.

    Interland - Be Internet Awesome. Retrieved October 1, 2017 from https://beinternetawesome.withgoogle.com/

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Acknowledgements

The research is co-funded by the NFR IKTPLUSS project ALerT, #270969 and by the EU project ‘UMI-Sci-Ed (H2020-SEAC-2015-1). We thank the students and teachers who joined the workshop.

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Correspondence to Monica Divitini .

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Bergen, E., Solberg, D.F., Sæthre, T.H., Divitini, M. (2020). Supporting the Co-design of Games for Privacy Awareness. In: Auer, M., Tsiatsos, T. (eds) The Challenges of the Digital Transformation in Education. ICL 2018. Advances in Intelligent Systems and Computing, vol 916. Springer, Cham. https://doi.org/10.1007/978-3-030-11932-4_82

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