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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Improving critical graph reading skills: The potential might lie in game-based learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juho Siuko</string-name>
          <email>juho.siuko@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elizabeth Cloude</string-name>
          <email>elizabeth.cloude@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kristian Kiili</string-name>
          <email>kristian.kiili@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>79</fpage>
      <lpage>87</lpage>
      <abstract>
        <p>Graph literacy is a vital aspect of critical reading. It seems that many learners would need help in interpreting misleading graphs. Game-based learning environments could provide opportunities to increase learners' curiosity in graph literacy and support the development of critical graph reading skills. To test this assumption, we examined the training effects of a digital game designed to teach the interpretation of misleading graphs. In this study, 101 (n=101) high-school students were randomly assigned to either a game-based learning condition that played a MediaWatch graph reading game for 30 minutes or a control condition that did not get any graph reading treatment. Graph literacy was assessed with pre-and post-tests. Epistemic curiosity was measured only in the game condition. Results indicated significant improvement in interpreting misleading graphs for learners in the game condition compared to the control condition. However, learners' epistemic curiosity in graph literacy did not change significantly after playing the MediaWatch game. The findings demonstrate that game-based learning environments can support learners' critical graph reading skills.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Game-based learning</kwd>
        <kwd>graph literacy</kwd>
        <kwd>critical graph reading</kwd>
        <kwd>misleading graphs</kwd>
        <kwd>curiosity1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Graph literacy involves interpreting graphical
information correctly, requiring a broad range of
knowledge to generate inferences about different
types of graphs (e.g., [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]). Graph reading is ability to
fluently extract and use information from graphs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
Individuals who are proficient in reading and
interpreting graphs tend to process more complex
information and accurate conclusions while viewing
line or bar graphs than individuals with lower graph
literacy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, after learners become proficient
in graph literacy, there are additional challenges since
graphs can be misleading and require critical graph
reading skills.
      </p>
      <p>
        A misleading graph is based on valid data, but the
visual appearance of the graph is not aligned with its
numerical values, distorting the message of the graph.
Several manipulation techniques can be used to create
misleading graphs. For example, scales of the axes can
be inverted, or the baseline of y-axis can be set larger
than zero, creating conflicts between spatial features
(e.g., height of the bars) and conventional features of
the graph (e.g., axes labels and scales) [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ].
Consequently, readers may misinterpret graphs if they
only rely on visual features of a graph. Misleading
graphs immerged even in media and governmental
communications during the covid pandemic [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ].
Moreover, producing misleading graphs might not
0009-0001-2143-468X (J. Siuko); 0000-0002-7599-6768 (E.
Cloude); 0000-0003-2838-6892 (K. Kiili)
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
      </p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
always be intentional rather than individuals’ gap in
knowledge to create well-formed graphs [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Hence,
the responsibility of identifying and interpreting
misleading graphs is passed on to individuals, and the
level of critical graph reading skills becomes a pivotal
determinant.
      </p>
      <p>
        Prior studies suggest that learners who lack
critical reading skills often struggle to identify
misinformation, but pre-emptive (prebunking)
interventions can increase learners’ ability to identify
misinformation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Sterling pre-emptive
interventions offer a promising approach to deal with
misinformation, which is based on inoculation theory
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Inoculation in a misinformation context refers to
building resistance against false information by
preemptively exposing learners to weakened forms of
misinformation, which originates from concepts of
vaccination, i.e., controlling the exposure of a virus and
slowly building up resistance [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]. Inoculation
theory is based on two main mechanisms [
        <xref ref-type="bibr" rid="ref11 ref13">11, 13</xref>
        ].
First, the aim of forewarning is to motivate resistance
(a desire to defend oneself from manipulation attacks).
Second, the aim of a pre-emptive refutation
(preexposure to a weakened example of the manipulation
attack) is to provide people with specific knowledge
that they can use to refute future manipulation attacks.
Thus, the pre-emptive interventions apply vaccination
principles to knowledge, where learners are
'inoculated' with a weakened form of persuasion
(misinformation) to build immunity against similar
attempts faced in the future [
        <xref ref-type="bibr" rid="ref10 ref15">10, 15</xref>
        ]. Subsequently,
learners might demonstrate increased competence to
identify misinformation.
      </p>
      <p>
        Game-based learning environments (GBLEs)
offers a medium to integrate inoculation in a more
‘active’ way compared to more traditional and passive
learning materials such as text-based misinformation
campaigns [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. Thus, GBLEs may offer
opportunities to increase learners’ critical graph
reading skills [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <sec id="sec-1-1">
        <title>1.1. Theoretical background 1.1.1.</title>
      </sec>
      <sec id="sec-1-2">
        <title>Critical reading games</title>
        <p>
          GBLEs offer advantages over traditional
educational approaches by rendering more interesting
and engaging instructional tasks, enhancing
knowledge acquisition, skill development, and
learning outcomes [
          <xref ref-type="bibr" rid="ref18 ref19 ref20">18, 19, 20</xref>
          ]. While utilizing
inoculation theory in GBLEs has shown promising
results for improving critical reading skills [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], there
is a lack of research in the graph literacy domain.
Research findings are inconclusive regarding the role
of GBLEs in promoting positive emotions (e.g.,
curiosity) that stimulate learners’ desire for
knowledge that benefit their learning outcomes [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
Thus, designing GBLEs that support, and nurture
learners’ epistemic curiosity could serve as a powerful
motivator for developing critical graph reading skills.
        </p>
        <p>
          A recent systematic literature review [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
indicated that the use of GBLEs in critical reading
education had emerged after 2021. The surfacing
research might spring from the growing importance of
critical reading skills in the today’s information maze
[
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. Moreover, the rising threat of misinformation
might further lead to increase of published papers
regarding GBLEs’ usage in developing and supporting
critical reading skills. Kiili and colleagues [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] found
that most GBLEs designed to improve critical reading
skills were based on inoculation theory and took a
preemptive intervention approach. Simple choice-based
simulation games were one of the most popular types
of GBLEs and provided a storyline where the learner
was either a misinformation producer or a
factchecker.
        </p>
        <p>
          Bad News, a simulation-based GBLE [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], is one
example of a game designed to support critical reading
skills. It requires learners to produce and spread fake
news on social media to gain popularity and credibility
as a news publisher. The game applies the process of
active inoculation to make learners more skeptical
towards the selected misinformation strategies. Bad
News introduces earnable six badges to a to teach
learners about common misinformation strategies: (1)
impersonating another person, (2) creating
provocative emotional content, (3) amplifying existing
group polarization, (4) generating their own
conspiracies, (5) discrediting opponents, (6)
practicing trolling. The results demonstrated that Bad
News significantly reduced the perceived reliability of
tweets that embodied common misinformation
strategies and made learners more attuned towards
them.
        </p>
        <p>
          Another GBLE, Harmony Square, let’s learners to
witness how misinformation brings chaos to Harmony
Square [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Narrative takes more political aspect and
tries to demonstrate the effects of misinformation on
residential area. Gameplay includes producing
misinformation, and gather as much “likes”, and
following as possible. The learners’ complete levels
themed by different misinformation techniques
(trolling emotions, amplification, and escalation). The
game also uses active inoculation to build resistance
against misinformation for learners by letting them
produce the misinformation. This might enhance
memory retention and extend the duration of the
protective effect against misinformation [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. The
game reduced the perceived reliability of
misinformation, increased confidence in learners’
ability to spot misinformation, and made learners less
likely to share misinformation in social media [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          In sum, the review [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] showed that GBLEs seem
to demonstrate positive results for increasing critical
reading skills, even though the field is still in maturing
stage. Even though, critical reading games are present
in the game-based learning literature, they are still
developed to focus on specific areas (e.g., news, social
media posts) rather than focusing on the
misinformation in wider areas like voting or society
problems. Moreover, the review revealed that critical
graph reading was not addressed in any of the
reviewed papers.
        </p>
        <p>1.1.1.</p>
      </sec>
      <sec id="sec-1-3">
        <title>Graph reading</title>
        <p>
          For learner to effectively read and interpret
graphs, cognitive load plays a major part [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. By
minimizing cognitive load and keeping visual
complexity on reasonable level, allows learners to
retrieve and process the information effectively.
        </p>
        <p>
          The general cognitive ability emerges as the
primary predictor of graph reading performance [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
The general cognitive ability, defined as the capacity to
tackle novel problems, thus becomes crucial in
unfamiliar graph reading tasks. In addition, visual
processing and analogical reasoning are have been
recognized as influential in graph comprehension [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>
          Leading models of graph comprehension have
demonstrated three distinct processes that learners
utilize to draw inferences from graphical
representations (e.g., line or bar graphs; [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]). The
initial process is encoding the visual patterns to
recognize the primary elements in the graph (e.g., lines
with different slopes). The process also includes
making visual judgments of the elements (e.g.,
determining locations along a scale, assessing the
slope, or measuring the length).
        </p>
        <p>
          The second process involves translating identified
visual features into conceptual relations [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. For
instance, differences in the size of spatial elements (e.g.
varying bar heights) are utilized to demonstrate the
change and differences in quantity of the variables.
Spatial elements refer to components found within the
pattern, such as different height bars, or ascending or
descending trends.
        </p>
        <p>
          The last process involves recognizing and
deducing information from basic (conventional)
elements in graphs (e.g. labels of the axes, legends,
numerical values on the scales) and integrating this
information with the information extracted during the
previous two processes [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. For example, in bar and
line graphs, it is required to recognize the variables
displayed on the x- and y-axes and the values these
variables acquire.
        </p>
        <p>
          Correctly interpretating a graph relies on the
spatial and conventional features aligning with
learners’ spatial-to-conceptual mappings [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Spatial
and conventional feature conflicts may occur when a
graph’s visual and contextual elements do not match.
For example, the heights of bars may be incoherent
because of the scaling of y-axis values. In the case of
conflicts, learners, particularly learners with lower
graph literacy, might be led to misinterpret the graphs
visual representation. However, number of empire
studies focusing on critical graph reading is very
limited, especially among adolescents, and needs
additional studies.
        </p>
        <p>1.1.2.</p>
      </sec>
      <sec id="sec-1-4">
        <title>Epistemic curiosity</title>
        <p>
          Epistemic curiosity is an epistemic emotion.
Epistemic emotions are defined as affective states that
motivate critical reflection and inquiry [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. They are
emotions that relate to knowledge and the generation
of knowledge. Epistemic emotions arise from the
cognitive qualities related with thinking,
understanding, and learning. Epistemic curiosity,
defined as an innate thirst for knowledge, may inspire
learners to generate innovative ideas, bridge gaps in
their understanding, and persevere when confronted
with complex challenges [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Curiosity emerges from
an information gap or inconsistency between what the
learner knows and what they want to know [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
Curiosity steers a learner to seek, obtain and utilize
new information. Nakamura and colleagues [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] found
that positive appraisals, cognitive puzzles, novelty, and
task or topic satisfaction may trigger epistemic
curiosity. Moreover, higher epistemic curiosity tends
to be simulated more likely by complex situations,
such as identifying misleading information on graphs,
possibly motivating learners’ engagement with the
learning material.
        </p>
      </sec>
      <sec id="sec-1-5">
        <title>1.2. Present study</title>
        <p>This study is a part of an on-going project in which
we are developing a GBLE for teaching critical graph
reading. In this paper we report the evaluation results
of the first prototype of the MediaWatch game. This
study has two objectives. First, to examine the
effectiveness of MediaWatch, a GBLE grounded in
inoculation theory, in improving critical graph reading
skills. Second, to assess whether learners’
selfreported epistemic curiosity increased after they
learned critical graph reading with MediaWatch. To
achieve these objectives, we conducted an
intervention study by randomly assigning learners to
one of two conditions: a game condition and a control
condition. Our research questions and hypotheses are
as follows:</p>
        <p>RQ1: Are there differences in the degree of change
in graph reading task scores from pre- to post-test
between the game and control conditions?</p>
        <p>Hypothesis 1a: Learners’ misleading graph
interpretation task score will increase significantly
more from pre- to post-test in the game condition than
in the control condition.</p>
        <p>Hypothesis 1b: Learners’ graph comparison task
score will increase significantly more from pre- to
post-test in the game condition than in the control
condition.</p>
        <p>RQ2: Are there differences in epistemic curiosity
from pre- to post-test after learners finished learning
with MediaWatch?</p>
        <p>Hypothesis 2: Learners who play MediaWatch will
demonstrate a significant increase in epistemic
curiosity after game-based learning.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <sec id="sec-2-1">
        <title>2.1. Participants and experimental design</title>
        <p>One hundred and one 15-20-year-old (n = 101;
Mage = 16.80, SDage = .71; 48% females) high-school
students completed this study and were recruited
from a public school in Finland. The participants were
randomly assigned to one of two conditions at the
beginning of the study: 1) the game condition, where
learners played a game called MediaWatch, and 2) a
control condition, where they engaged with their usual
classroom lecture that did not include any graph
reading content. The control condition without any
treatment was used to control the possible learning
effects of the employed graph reading test. One
participant from the game condition was excluded
from analyses due to not playing MediaWatch.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. MediaWatch</title>
        <p>MediaWatch is a web-based GBLE that aims to
support critical graph reading skills. Each player
works as a fact-checker on a fictional island called
Sahramoa (see Figure 1: left). The island is inhabited
by four different villages, which each play a role in
contributing to different environmental crises (see
Figure 2: right). MediaWatch is a fact-checking
institute on the island that assigns tasks to players. The
institute was established to ensure that misleading
information is not published in the local news media.
MediaWatch receives regular reports from each village
and checks the content before releasing them as public
news.</p>
        <p>The player’s job is to fact-check the reports by
interpreting multiple types of graphs (e.g., line and bar
graphs) and selecting a title that best aligns with the
graph (see Figure 2: left). The tasks that a player
completes include both manipulated and well-crafted
graphs. Three manipulation techniques are included:
reversed x-axis, y-axis not starting from zero, and
yaxis range being too wide. In the case of manipulated
graphs, players are presented with four title options:
one that is correct, one aligned with the manipulation,
and two that are incorrect altogether. The title options
for well-crafted graphs include one correct and three
incorrect titles. Once the player selects a title, they will
receive feedback from a mentor character called Guido
about the correctness of their title selection. Guido also
explains how the graph was manipulated and reveals
the village’s motive for using a manipulated graph in
their environmental report (see Figure 2: right). The
feedback also highlights the manipulation to ensure
players notice it, and an example of a well-crafted
graph is presented next to the manipulated graph (see
Figure 2: right).</p>
        <p>After completing a task, the player earns
experience points from a correct answer (selected
title). Earned experience points determine the player’s
rank in the game. There are four ranks in total: intern,
assistant, fact-checker, and chief fact-checker, which
were designed to help players reflect on their
performance. The game also includes a credibility
meter. Correct answers increase credibility and
incorrect decrease it. If credibility falls to zero, the
player must start the game from the beginning.</p>
        <p>MediaWatch was designed around inoculation
theory through narrative and game design.
Specifically, two mechanisms of inoculation theory
were applied. First, the narrative is used to warn the
player about manipulated graphs and villages’
attempts to deceive the player. The aim of such
forewarning is to motivate players to defend
themselves from manipulation attacks. Second, the
game actively and pre-emptively exposes the players
to misleading graphs in a safe fantasy environment,
underlining the used graph manipulation techniques,
and how they were misled (feedback). While playing
MediaWatch, the players will reinforce their resistance
against manipulated graphs, and the game aims to
equip players with specific knowledge about graph
manipulation techniques that they can use to refute
future manipulation attacks.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Measures</title>
        <p>
          Graph reading assessment. To measure the
effectiveness of playing MediaWatch on critical graph
reading skills, a multiple-choice assessment was
administered to both conditions before the
intervention (pre-test) and after the intervention
(post-test). Participants had 40 seconds to respond to
each graph interpretation and graph comparison task.
All graphs displayed quantifiable data related to
phenomena commonly encountered in geography
classes (e.g. population growth, annual rainfall). To
minimize the impact of prior knowledge in geography
on the results, specific labels and titles were obscured.
For example, specific references to countries and areas
in titles were substituted with generic terms like “one
area” or “one country”; similarly, in data labels, names
of countries and areas were replaced with sequential
alphabet letters starting from A. The assessment
included two types of tasks: graph interpretation tasks
and graph comparison tasks. Graph interpretation task
type was adopted from [
          <xref ref-type="bibr" rid="ref30 ref6">30, 6</xref>
          ]. Specifically, the
assessment included sixteen graph interpretation
tasks, of which four were well-crafted graph tasks, and
12 were misleading graph tasks (Figure 3: left). The
manipulation methods used in misleading graph tasks
were reversed x-axis (four items), y-axis not starting
from zero (four items), and y-axis with too wide range
(four items). The mean score from misleading graphs
is referred to as the misleading graph interpretation
score. Graph comparison task type was adopted from
[
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. The assessment included six graph comparison
tasks (Figure 3: right) that can be considered as near
transfer tasks. A graph comparison task includes two
graphs from which one is misleading. Half of the graph
comparison tasks contained y-axis not starting from
zero manipulation, and the other half reversed x-axis
manipulation. The mean score from graph comparison
tasks is referred as graph comparison score.
        </p>
        <p>
          Epistemic curiosity scale was adopted from [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]
and translated to Finnish. It was measured using a
5point Likert scale (1=strongly disagree, 5=strongly
agree) and had 6 items with following example: “I am
really curious to know more about this topic”. The
curiosity items were averaged to measure the degree
of epistemic curiosity before and after game-based
learning.
        </p>
        <p>
          Math fluency was assessed as prior research has
shown that basic numerical abilities are key predictors
of performance in reading graphs [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Math fluency
was measured with six multiple-choice items. The
items measured math competences needed in
interpreting the graphs of the graph reading
assessment. An example question: “How many times
more white squares are there than black circles in the
picture?”
        </p>
        <p>Graph familiarity was measured with six 5-point
Likert scale items (1=strongly disagree, 5=strongly
agree). Participants were asked to reflect how familiar
they are with bar and line graphs (e.g., “I am familiar
with bar and line graphs”).</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Procedure</title>
        <p>The study was conducted during a regular school
day in a classroom. Participants used their own
computers to access all research materials and the
MediaWatch game.</p>
        <p>First, a researcher provided instructions and
details about the study, as well as reminded
participants about their rights. Next, all participants
received a randomly generated code, which they used
to log in to the web-based questionnaire.
Prequestionnaire included consent, demographics (e.g.,
age, gender, high-school grade level), as well as math
fluency test, and self-report items to gauge learners’
familiarity with graphs and their degree of curiosity
(only in the game condition). After the
prequestionnaire, participants completed the graph
reading assessment. Next, participants of the game
condition accessed the MediaWatch game with their
codes and played the game through during 30 minutes
playing session. The game containing a total of nine
graph interpretation tasks. The control condition
continued their usual class session, which was
unrelated to graph reading or graphs, for 30 minutes.
Subsequently, both conditions completed the graph
reading assessment as a post-test, and the epistemic
curiosity was measured again in the game condition.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Analyses</title>
        <p>
          First, graph assessment pre-test and post-test
scores were calculated ratios of correct items over
total items for the misleading graph interpretation
task variable and graph comparison task variable. We
utilized normalized change scores in our analysis
which calculate the maximum possible change from
pre to post-test on misleading graph interpretation
tasks and graph comparison tasks [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
        </p>
        <p>
          Statistical analyses were performed using
RStudio [version R 4.1.3] [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ], utilizing the ‘dplyr’
package [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. Since the misleading graph
interpretation and graph comparison task data were
not normally distributed and contained outliers, a
Wilcoxon ranked-sum test was chosen to examine
differences in pre and post-test scores between the
game and control conditions (RQ1).
        </p>
        <p>A Shapiro-Wilk test was performed to determine
whether curiosity pre/post variables were normally
distributed. The results revealed that the data were
non-normally distributed, W = .948, p = .025. Thus, a
Wilcoxon signed-rank test was performed to address
the non-normal distribution and to examine the
differences in curiosity between pre- and
postmeasurements (RQ2).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <sec id="sec-3-1">
        <title>3.1. 3.1. Descriptive statistics</title>
        <p>On average, the learners of the game condition
completed a singular MediaWatch graph
interpretation task in 4.09 seconds (SD = 1.58).
Learners completed 68% of the game’s tasks correctly
(overall), while manipulated tasks had 66.3%, and
well-formed tasks had a 72% accuracy rate. In
addition, 20% of the responses to the manipulated
graph tasks aligned with the manipulation. Lastly, 71%
of the incorrect responses to the manipulated graph
tasks were aligned with the manipulation.</p>
        <p>Table 1 shows the descriptive statistics for study
variables. To assess the internal consistency of the
used measures, Cronbach’s Alphas were calculated.
Graph familiarity (α = .78), misleading graph
interpretation (αpre = .81; αpost = .80), graph
comparison (αpre = .68; αpost = .71), and curiosity (αpre
= .95; αpost = .95) had at least acceptable internal
consistency. Well-crafted graph interpretation (αpre =
.33) and math fluency (α = .22) had poor internal
consistency, which is understandable due to the ceiling
effect.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Condition equivalence</title>
        <p>Wilcoxon ranked-sum tests were conducted to
examine if learners in the game and control conditions
had any pre-existing differences. The results showed
that learners in the two conditions did not differ on
math fluency (W = 1148, p = .315), graph familiarity
(W=1171, p=.603), and interpretation skills of
wellgrafted graphs (W = 1148, p = .135). The age difference
was significant (W = 1001.5, p = .049, r = .20), but the
-1.41
-0.82
-0.55
0.26
effect size was small. A χ2 test revealed that the game
condition (boys n = 27; girls n = 23) and control
condition (boys n = 24; girls n = 25) did not differ
significantly in the proportion of boys and girls, χ2 (1)
= 0.25, p = 0.617. Based on these results, we concluded
that random assignment produced conditions that
were satisfactorily equivalent among these basic
characteristics.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Graph reading</title>
        <p>The results from Wilcoxon ranked-sum test
indicated there were significant differences in
misleading graph interpretation change scores
between the game (Med = .50) and control condition
(Med = .14), W = 906.5, p = .012, with a small to
medium effect size of r = .25 (Figure 4).</p>
        <p>Another Wilcoxon ranked-sum test revealed that
there were no significant differences in graph
comparison change scores between the game (Med =
0) and control conditions (Med = 0), W = 1358.5, p =
.558, r = .06 (Figure 4).</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Epistemic curiosity</title>
        <p>Wilcoxon signed-rank test was performed to
examine whether there were differences in curiosity
scores from pre- to post-test for learners assigned to
the game condition. The results showed there were no
significant differences between pre-test curiosity (Med
= 3) and post-test curiosity (Med = 3) in the game
condition, W = 368, p = .23, r = .45.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <sec id="sec-4-1">
        <title>4.1. Discussion and limitations</title>
        <p>
          The present study examined the effectiveness of a
GBLE called MediaWatch on learners’ developing
critical graph reading skills. We also examined
whether learning with MediaWatch increased
learners’ epistemic curiosity towards graph literacy
after game-based learning. Our results indicated that
the game condition demonstrated significant
improvement (pre to post-test) in interpreting
misleading graphs after playing MediaWatch
compared to the control condition, supporting our
hypothesis (1a). This finding is consistent with
previous research indicating that inoculation based
critical reading games can improve learning outcomes
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>Interestingly, there was no differences in
conditions when it came to graph comparison task.
This finding led to reject our hypothesis (1b) assuming
that learners’ graph comparison tasks score will
change significantly more from pre- to post-test in the
game condition than in the control condition. It is
possible that this task did not measure interpretation
of misleading graphs properly. As the task includes
both a well-crafted and a misleading graph side by
side, the manipulation is easier to spot, and the
questions are also simpler. Graph comparison task is
not as well-established in literature as the graph
interpretation task, which has been examined also
with eye tracking measures. Future research could
investigate the processing of graph comparison tasks
with eye tracking and think-aloud methods to evaluate
its suitability for graph reading assessments.</p>
        <p>Regarding the second research question, the
results showed that playing MediaWatch did not
significantly change intensity of learners’ epistemic
curiosity. Thus, we rejected our hypothesis (2). We can
only speculate on the possible explanations for this
finding. Curiosity was only measured before and after
the game but not during gameplay. Thus, critical
information is missed on whether learners
experienced curiosity while they interacted with the
GBLE. It is possible that some learners were curious to
learn more about misleading graphs and manipulation
techniques while playing the game, but the things that
they learned in the game already satisfied their
curiosity. On the other hand, it is also possible that the
graph literacy topic did not interest learners to trigger
curiosity. Invoking curiosity was not considered in the
design of the game and that may also explain why there
were no differences in curiosity scores.</p>
        <p>
          One limitation of this study is that the intervention
was short and included only nine graph interpretation
tasks from which six were misleading. Accordingly, a
longer intervention (multiple playing sessions) would
be needed to better evaluate the usefulness of the
current MediaWatch implementation [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ], [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. As we
did not conduct a delayed post-test, we do not know
how permanent the achieved learning effects are.
Moreover, our graph reading assessment did not
include a clear transfer task and thus, the results
cannot be generalized to other types of manipulated
graphs.
        </p>
        <p>Despite the limitations, the results demonstrated
the promise of GBLE in supporting learners’ ability to
interpret misleading graphs.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Implications and future directions</title>
        <p>This study contributed to the field of critical
reading games by demonstrating that a graph reading
game that utilizes features of inoculation theory can
help to build resistance against graph manipulation
techniques. Our findings indicates that even a short
pre-emptive intervention in the classroom context, can
enhance learners’ ability to interpret misleading
graphs. Thus, MediaWatch proved some promise to be
used in schools.</p>
        <p>
          Future researchers should utilize eye-tracking
devices while learners read and interpret varying
graph types with MediaWatch to provide a deeper
insight into specific graph reading processes to inform
the design of game elements that can support learners’
critical graph reading skills. Additionally, epistemic
curiosity should be measured while learners read and
interpret graphs using other methods, including
emote-aloud protocols [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ], where the learner
verbally expresses their experience of curiosity during
the gameplay. We might get more coherent
comprehension what made learner curious and what
might have triggered it. Furthermore, since curiosity
appears to be experienced while performing tasks,
measuring it solely before and after game session, and
not during, might be a potential avenue for direction to
take in the future endeavors.
        </p>
        <p>Measuring graph reading processes and epistemic
curiosity in real-time during gameplay could serve to
inform how to adapt the game mechanics to best serve
the development of critical graph reading skills and
support different learning needs.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work was supported by Strategic Research
Council (SRC) established within the Academy of
Finland under Grants [335625, 358250].</p>
    </sec>
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