Abstract
Teenagers are constantly overwhelmed with information and activities, both considering school activities and their free time. How can we actively engage them in educational experiences to stimulate discussions and reflections about social issues? To answer this question, we conceived a workshop-like experience where we put into practice three well know methods and concepts, such as co-design, citizen science, and game thinking. The final output of the activity is a low-fidelity prototype of a mobile application, co-designed by a group of students. By taking advantage of open-ended making to engage participants in the ideation of a gamified/game-based citizen science application, we stimulated discussions and reflections about serious topics, such as sustainability and digital wellbeing. The pictorial described the workshop-like experience and the low-fidelity prototypes, engaging 45 students.
Keywords
co-design, game thinking, citizen science, teenagers, workshop-like experience
DOI
https://doi.org/10.21606/iasdr.2023.846
Citation
Ceccarini, C., Zambon, T.,and Prandi, C.(2023) Exploiting co-design, game thinking and citizen science in a workshop-like experience for stimulating reflections with teens, in De Sainz Molestina, D., Galluzzo, L., Rizzo, F., Spallazzo, D. (eds.), IASDR 2023: Life-Changing Design, 9-13 October, Milan, Italy. https://doi.org/10.21606/iasdr.2023.846
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Conference Track
pictorials
Included in
Exploiting co-design, game thinking and citizen science in a workshop-like experience for stimulating reflections with teens
Teenagers are constantly overwhelmed with information and activities, both considering school activities and their free time. How can we actively engage them in educational experiences to stimulate discussions and reflections about social issues? To answer this question, we conceived a workshop-like experience where we put into practice three well know methods and concepts, such as co-design, citizen science, and game thinking. The final output of the activity is a low-fidelity prototype of a mobile application, co-designed by a group of students. By taking advantage of open-ended making to engage participants in the ideation of a gamified/game-based citizen science application, we stimulated discussions and reflections about serious topics, such as sustainability and digital wellbeing. The pictorial described the workshop-like experience and the low-fidelity prototypes, engaging 45 students.