What is it about?
Research on persuasive tech, AI, stereotype threat, digital games, and online social spaces agree: systemic oppression is the norm, online and off. The harm of these norms is felt both actuely and long-term: psychologically, socially, and experientially. COVID19 grew an already widescale adoption of gamification tools—particularly in education. Yet, if educational gamification tools follow the same trends seen across other forms of digital media: what are we teaching students through biased education tools?
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Why is it important?
Better understanding how harmful norms are transmitted through our technologies for education is essential. This precedes creating best practices for development and use of such tools. If we aren’t actively displacing the harmful norms, we’re magnifying them.
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Read the Original
This page is a summary of: Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational Tools, April 2023, ACM (Association for Computing Machinery),
DOI: 10.1145/3544549.3585792.
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