In today's world, statistical literacy applies to a very useful skill that has been receiving increasingly more attention in recent years. It helps us critically evaluate data and information around us, which are often deliberately or unintentionally misleading. It is therefore important that we educate citizens and help them attain statistical literacy already during their schooling. As part of the master's thesis, we have concluded that, based on a review of professional and scientific literature, one of the factors in attaining statistical literacy is also the information and communication technologies that provide education on statistics in various ways. Such educational tools include applications of statistical analysis and visualization of data, online learning content, educational games, and gamification of education. Hereinafter, we tried to identify the key differences and similarities between serious educational games and the gamification of education. In doing so, we found that serious educational games are not primarily intended for entertainment, whereas gamification gaming elements, such as points, leaderboards, challenges, etc. are used in non-gaming contexts, for example filling out forms. We have also analyzed the elements of games and various approaches to the development of (mobile) serious educational games. In the empirical part, we then demonstrated the development process of the multiplayer educational mobile game "Heroes of Slovenia", which was designed for the needs of the Statistical Office of the Republic of Slovenia as part of the Eurostat project "Data collection for sub-national statistics (mainly cities)".
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