Paper Session 07: Student Award Session [SDGs 3, 4, 10, 12, 16]
9:00am - 10:30am
Session Chair: Louise Spiteri, Dalhousie University School of Information Management, Canada
9:00am - 9:15amID: 491
/ PS-07: 1
Topics: Technology; Culture; and SocietyKeywords: digital technologies
Caring for Information Practices: An Inquiry into Visions of Data, Digital Technologies, and Migration
University of British Columbia, Canada
Immigration is a process of re-making life elsewhere. In a time of growing digital management of human mobility across borders, this process extends beyond the circulation of people, knowledge, and material belongings. Migrating generates digital traces and data trails. Yet, to whom does immigration data belong? In what ways are information practices connected to immigration changing? How should newcomers’ data be cared for? In this session, I discuss my work investigating how the use of data and digital tools shapes information practices and processes of settling in Canada.
As immigration accelerates and humanitarian issues become more urgent, effective and ethical coordination amongst many actors is essential. This dissertation research is therefore informed by the plurality of interests and priorities between groups who support, manage, and study migration. I move between key groups by employing an ethnographic, participatory approach to learn from their information practices and values. Through this inquiry, I join ongoing practical and theoretical discussions by working with research partners to strengthen our web of relations with greater capacity for care, reflection, and responsibility in our use of information tools, particularly for those in vulnerable positions as they strive to survive in a disrupted world.
9:15am - 9:30amID: 492
/ PS-07: 2
Topics: Social Media and Social ComputingKeywords: serious gaming, gamification, interactive learning environment, sexual health literacy, digitally-savvy adolescents, sub-Saharan Africa.
Improving Sexual Health Education for Adolescent Students Using Game-Based Learning and Gamification [SDGs 3, 4, 10]
University of Hong Kong, Hong Kong
This study investigated the effectiveness of deploying innovative serious gaming and gamification pedagogies in promoting sexual health education among native students in Sub-Saharan Africa. In three iterations, a design-based research and participatory research design involving active game users (students) and other key stakeholders involved to develop and revise the digital serious games and gamification for sexual health education. A quasi-experimental research design was conducted using two experimental groups serious game and gamification)—with an existing traditional teaching method serving as a control group. In all, 348 students aged 11-15 were recruited from three secondary schools based in Dar es Salaam, Tanzania, to participate in a series of five sexual health education topics. A multi-iteration mixed method was then used to assess and analyse the results for the students from the data collected using three techniques: pre-test and post-test, self-rating survey, and interviews. The results demonstrated students under experimental groups of serious games and gamification achieved significantly more improvements in their sexual health information scores than those under the traditional groups. Moreover, feedback from experimental conditions indicates that the serious gaming and gamification groups significantly improved the students’ motivation.