GAMIFIED NARRATIVES AND SCIENCE DIFFUSION: Potentialities of the COMnPLAYer Platform
Keywords:Dissemination of Science. Digital Artifacts. Gamified Narratives.
The interaction with technological artifacts in contemporary times is part of contributions to the teaching and learning processes, and of controversies, immersed in the algorithmic architectures that conduct such artifacts in Digital Culture. Immersed in this context are gamified digital platforms, such as COMnPLAYer, an environment developed by the University of Malta that intends to popularize scientific knowledge. Thus, this preliminary study, conceived as an investigative essay, proposes to present the potential of the COMnPLAYer platform for scientific dissemination in different teaching spaces. For this, the authors explore the platform's interactive interfaces, following as a methodological approach the investigative principles of Human-Computer Interfaces (HCI), in addition to the elaboration of a derived analysis matrix. From the analysis carried out, it was possible to identify possible benefits of the aforementioned platform regarding the playful, technical, pedagogical, and scientific dimensions amidst the historicity regarding the importance of knowledge of Science. Therefore, the COMnPLAYer Platform emerges as another example of a digital artifact that balances the controversies of the so-called platform society while enabling the engagement and flow of scientific information to its interactors.
How to Cite
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.