Digital literacy is an important educational topic because most children consume and create digital media regularly. We used procedural rhetoric to iteratively design an educational game for 11-13 year olds about digital literacy topics. We conducted three empirical user studies to evaluate the game's usability and effectiveness throughout the design process. Results from our summative study showed that children's digital literacy knowledge and intended behavior improved significantly immediately after playing the game and one week later. They also found the game usable, fun, and relatable. We present a case study of our design process, and use insights from our work to propose recommendations for designing children's educational games using procedural rhetoric.

Additional Metadata
Keywords Children, Digital literacy, Persuasive games, Privacy, Security
Persistent URL dx.doi.org/10.1145/3202185.3202753
Conference 17th ACM Conference on Interaction Design and Children, IDC 2018
Citation
Maqsood, S. (Sana), Mekhail, C. (Christine), & Chiasson, S. (2018). A day in the life of Jos: A web-based game to increase children's digital literacy. In IDC 2018 - Proceedings of the 2018 ACM Conference on Interaction Design and Children (pp. 241–252). doi:10.1145/3202185.3202753