=Paper= {{Paper |id=Vol-3669/paper8 |storemode=property |title=Improving critical graph reading skills: The potential might lie in game-based learning |pdfUrl=https://ceur-ws.org/Vol-3669/paper8.pdf |volume=Vol-3669 |authors=Juho Siuko,Elizabeth Cloude,Kristian Kiili |dblpUrl=https://dblp.org/rec/conf/gamifin/SiukoCK24 }} ==Improving critical graph reading skills: The potential might lie in game-based learning== https://ceur-ws.org/Vol-3669/paper8.pdf
                         Improving critical graph reading skills: The potential
                         might lie in game-based learning
                         Juho Siuko1, Elizabeth Cloude1 and Kristian Kiili1
                         1 Tampere University, Kalevantie 4, 33100 Tampere, Finland



                                            Abstract
                                            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.

                                            Keywords
                                            Game-based learning, graph literacy, critical graph reading, misleading graphs, curiosity1

                                                                                                                        always be intentional rather than individuals’ gap in
                         1. Introduction                                                                                knowledge to create well-formed graphs [9]. Hence,
                                                                                                                        the responsibility of identifying and interpreting
                         Graph literacy involves interpreting graphical                                                 misleading graphs is passed on to individuals, and the
                         information correctly, requiring a broad range of                                              level of critical graph reading skills becomes a pivotal
                         knowledge to generate inferences about different                                               determinant.
                         types of graphs (e.g., [1, 2]). Graph reading is ability to                                          Prior studies suggest that learners who lack
                         fluently extract and use information from graphs [3]                                           critical reading skills often struggle to identify
                         Individuals who are proficient in reading and                                                  misinformation, but pre-emptive (prebunking)
                         interpreting graphs tend to process more complex                                               interventions can increase learners’ ability to identify
                         information and accurate conclusions while viewing                                             misinformation         [10].     Sterling    pre-emptive
                         line or bar graphs than individuals with lower graph                                           interventions offer a promising approach to deal with
                         literacy [4]. However, after learners become proficient                                        misinformation, which is based on inoculation theory
                         in graph literacy, there are additional challenges since                                       [11]. Inoculation in a misinformation context refers to
                         graphs can be misleading and require critical graph                                            building resistance against false information by pre-
                         reading skills.                                                                                emptively exposing learners to weakened forms of
                               A misleading graph is based on valid data, but the                                       misinformation, which originates from concepts of
                         visual appearance of the graph is not aligned with its                                         vaccination, i.e., controlling the exposure of a virus and
                         numerical values, distorting the message of the graph.                                         slowly building up resistance [12, 13]. Inoculation
                         Several manipulation techniques can be used to create                                          theory is based on two main mechanisms [11, 13].
                         misleading graphs. For example, scales of the axes can                                         First, the aim of forewarning is to motivate resistance
                         be inverted, or the baseline of y-axis can be set larger                                       (a desire to defend oneself from manipulation attacks).
                         than zero, creating conflicts between spatial features                                         Second, the aim of a pre-emptive refutation (pre-
                         (e.g., height of the bars) and conventional features of                                        exposure to a weakened example of the manipulation
                         the graph (e.g., axes labels and scales) [5, 6].                                               attack) is to provide people with specific knowledge
                         Consequently, readers may misinterpret graphs if they                                          that they can use to refute future manipulation attacks.
                         only rely on visual features of a graph. Misleading                                            Thus, the pre-emptive interventions apply vaccination
                         graphs immerged even in media and governmental                                                 principles to knowledge, where learners are
                         communications during the covid pandemic [7, 8].                                               'inoculated' with a weakened form of persuasion
                         Moreover, producing misleading graphs might not                                                (misinformation) to build immunity against similar

                         8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2-
                         5, 2024, Ruka, Finland.             juho.siuko@tuni.fi (J. Siuko);
                         elizabeth.cloude@tuni.fi (E. Cloude); kristian.kiili@tuni.fi (K. Kiili)
                             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).
                                         CEUR Workshop Proceedings (CEUR-WS.org)



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                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                   79
attempts faced in the future [10, 15]. Subsequently,                 Another GBLE, Harmony Square, let’s learners to
learners might demonstrate increased competence to               witness how misinformation brings chaos to Harmony
identify misinformation.                                         Square [24]. Narrative takes more political aspect and
     Game-based learning environments (GBLEs)                    tries to demonstrate the effects of misinformation on
offers a medium to integrate inoculation in a more               residential area. Gameplay includes producing
‘active’ way compared to more traditional and passive            misinformation, and gather as much “likes”, and
learning materials such as text-based misinformation             following as possible. The learners’ complete levels
campaigns [16, 17]. Thus, GBLEs may offer                        themed by different misinformation techniques
opportunities to increase learners’ critical graph               (trolling emotions, amplification, and escalation). The
reading skills [17].                                             game also uses active inoculation to build resistance
                                                                 against misinformation for learners by letting them
                                                                 produce the misinformation. This might enhance
    1.1. Theoretical background                                  memory retention and extend the duration of the
                                                                 protective effect against misinformation [16]. The
     1.1.1.        Critical reading games                        game reduced the perceived reliability of
                                                                 misinformation, increased confidence in learners’
    GBLEs offer advantages over traditional                      ability to spot misinformation, and made learners less
educational approaches by rendering more interesting             likely to share misinformation in social media [24].
and engaging instructional tasks, enhancing                          In sum, the review [21] showed that GBLEs seem
knowledge acquisition, skill development, and                    to demonstrate positive results for increasing critical
learning outcomes [18, 19, 20]. While utilizing                  reading skills, even though the field is still in maturing
inoculation theory in GBLEs has shown promising                  stage. Even though, critical reading games are present
results for improving critical reading skills [21], there        in the game-based learning literature, they are still
is a lack of research in the graph literacy domain.              developed to focus on specific areas (e.g., news, social
Research findings are inconclusive regarding the role            media posts) rather than focusing on the
of GBLEs in promoting positive emotions (e.g.,                   misinformation in wider areas like voting or society
curiosity) that stimulate learners’ desire for                   problems. Moreover, the review revealed that critical
knowledge that benefit their learning outcomes [22].             graph reading was not addressed in any of the
Thus, designing GBLEs that support, and nurture                  reviewed papers.
learners’ epistemic curiosity could serve as a powerful
motivator for developing critical graph reading skills.
    A recent systematic literature review [21]
                                                                       1.1.1.        Graph reading
indicated that the use of GBLEs in critical reading
education had emerged after 2021. The surfacing                       For learner to effectively read and interpret
research might spring from the growing importance of             graphs, cognitive load plays a major part [25]. By
critical reading skills in the today’s information maze          minimizing cognitive load and keeping visual
[23]. Moreover, the rising threat of misinformation              complexity on reasonable level, allows learners to
might further lead to increase of published papers               retrieve and process the information effectively.
regarding GBLEs’ usage in developing and supporting                   The general cognitive ability emerges as the
critical reading skills. Kiili and colleagues [21] found         primary predictor of graph reading performance [3].
that most GBLEs designed to improve critical reading             The general cognitive ability, defined as the capacity to
skills were based on inoculation theory and took a pre-          tackle novel problems, thus becomes crucial in
emptive intervention approach. Simple choice-based               unfamiliar graph reading tasks. In addition, visual
simulation games were one of the most popular types              processing and analogical reasoning are have been
of GBLEs and provided a storyline where the learner              recognized as influential in graph comprehension [3].
was either a misinformation producer or a fact-                       Leading models of graph comprehension have
checker.                                                         demonstrated three distinct processes that learners
    Bad News, a simulation-based GBLE [16], is one               utilize to draw inferences from graphical
example of a game designed to support critical reading           representations (e.g., line or bar graphs; [6]). The
skills. It requires learners to produce and spread fake          initial process is encoding the visual patterns to
news on social media to gain popularity and credibility          recognize the primary elements in the graph (e.g., lines
as a news publisher. The game applies the process of             with different slopes). The process also includes
active inoculation to make learners more skeptical               making visual judgments of the elements (e.g.,
towards the selected misinformation strategies. Bad              determining locations along a scale, assessing the
News introduces earnable six badges to a to teach                slope, or measuring the length).
learners about common misinformation strategies: (1)                  The second process involves translating identified
impersonating another person, (2) creating                       visual features into conceptual relations [6]. For
provocative emotional content, (3) amplifying existing           instance, differences in the size of spatial elements (e.g.
group polarization, (4) generating their own                     varying bar heights) are utilized to demonstrate the
conspiracies, (5) discrediting opponents, (6)                    change and differences in quantity of the variables.
practicing trolling. The results demonstrated that Bad           Spatial elements refer to components found within the
News significantly reduced the perceived reliability of          pattern, such as different height bars, or ascending or
tweets that embodied common misinformation                       descending trends.
strategies and made learners more attuned towards                     The last process involves recognizing and
them.                                                            deducing information from basic (conventional)
                                                                 elements in graphs (e.g. labels of the axes, legends,




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numerical values on the scales) and integrating this                 RQ1: Are there differences in the degree of change
information with the information extracted during the            in graph reading task scores from pre- to post-test
previous two processes [6]. For example, in bar and              between the game and control conditions?
line graphs, it is required to recognize the variables               Hypothesis 1a: Learners’ misleading graph
displayed on the x- and y-axes and the values these              interpretation task score will increase significantly
variables acquire.                                               more from pre- to post-test in the game condition than
    Correctly interpretating a graph relies on the               in the control condition.
spatial and conventional features aligning with                      Hypothesis 1b: Learners’ graph comparison task
learners’ spatial-to-conceptual mappings [6]. Spatial            score will increase significantly more from pre- to
and conventional feature conflicts may occur when a              post-test in the game condition than in the control
graph’s visual and contextual elements do not match.             condition.
For example, the heights of bars may be incoherent                   RQ2: Are there differences in epistemic curiosity
because of the scaling of y-axis values. In the case of          from pre- to post-test after learners finished learning
conflicts, learners, particularly learners with lower            with MediaWatch?
graph literacy, might be led to misinterpret the graphs              Hypothesis 2: Learners who play MediaWatch will
visual representation. However, number of empire                 demonstrate a significant increase in epistemic
studies focusing on critical graph reading is very               curiosity after game-based learning.
limited, especially among adolescents, and needs
additional studies.
                                                                 2. Methods
     1.1.2.        Epistemic curiosity
                                                                      2.1. Participants and experimental
    Epistemic curiosity is an epistemic emotion.                           design
Epistemic emotions are defined as affective states that
motivate critical reflection and inquiry [26]. They are              One hundred and one 15-20-year-old (n = 101;
emotions that relate to knowledge and the generation             Mage = 16.80, SDage = .71; 48% females) high-school
of knowledge. Epistemic emotions arise from the                  students completed this study and were recruited
cognitive     qualities    related     with     thinking,        from a public school in Finland. The participants were
understanding, and learning. Epistemic curiosity,                randomly assigned to one of two conditions at the
defined as an innate thirst for knowledge, may inspire           beginning of the study: 1) the game condition, where
learners to generate innovative ideas, bridge gaps in            learners played a game called MediaWatch, and 2) a
their understanding, and persevere when confronted               control condition, where they engaged with their usual
with complex challenges [27]. Curiosity emerges from             classroom lecture that did not include any graph
an information gap or inconsistency between what the             reading content. The control condition without any
learner knows and what they want to know [28].                   treatment was used to control the possible learning
Curiosity steers a learner to seek, obtain and utilize           effects of the employed graph reading test. One
new information. Nakamura and colleagues [29] found              participant from the game condition was excluded
that positive appraisals, cognitive puzzles, novelty, and        from analyses due to not playing MediaWatch.
task or topic satisfaction may trigger epistemic
curiosity. Moreover, higher epistemic curiosity tends
to be simulated more likely by complex situations,
                                                                      2.2. MediaWatch
such as identifying misleading information on graphs,
possibly motivating learners’ engagement with the                    MediaWatch is a web-based GBLE that aims to
learning material.                                               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
    1.2. Present study                                           by four different villages, which each play a role in
                                                                 contributing to different environmental crises (see
    This study is a part of an on-going project in which         Figure 2: right). MediaWatch is a fact-checking
we are developing a GBLE for teaching critical graph             institute on the island that assigns tasks to players. The
reading. In this paper we report the evaluation results          institute was established to ensure that misleading
of the first prototype of the MediaWatch game. This              information is not published in the local news media.
study has two objectives. First, to examine the                  MediaWatch receives regular reports from each village
effectiveness of MediaWatch, a GBLE grounded in                  and checks the content before releasing them as public
inoculation theory, in improving critical graph reading          news.
skills. Second, to assess whether learners’ self-                    The player’s job is to fact-check the reports by
reported epistemic curiosity increased after they                interpreting multiple types of graphs (e.g., line and bar
learned critical graph reading with MediaWatch. To               graphs) and selecting a title that best aligns with the
achieve these objectives, we conducted an                        graph (see Figure 2: left). The tasks that a player
intervention study by randomly assigning learners to             completes include both manipulated and well-crafted
one of two conditions: a game condition and a control            graphs. Three manipulation techniques are included:
condition. Our research questions and hypotheses are             reversed x-axis, y-axis not starting from zero, and y-
as follows:                                                      axis 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,




                                                            81
and two that are incorrect altogether. The title options            manipulation methods used in misleading graph tasks
for well-crafted graphs include one correct and three               were reversed x-axis (four items), y-axis not starting
incorrect titles. Once the player selects a title, they will        from zero (four items), and y-axis with too wide range
receive feedback from a mentor character called Guido               (four items). The mean score from misleading graphs
about the correctness of their title selection. Guido also          is referred to as the misleading graph interpretation
explains how the graph was manipulated and reveals                  score. Graph comparison task type was adopted from
the village’s motive for using a manipulated graph in               [31]. The assessment included six graph comparison
their environmental report (see Figure 2: right). The               tasks (Figure 3: right) that can be considered as near
feedback also highlights the manipulation to ensure                 transfer tasks. A graph comparison task includes two
players notice it, and an example of a well-crafted                 graphs from which one is misleading. Half of the graph
graph is presented next to the manipulated graph (see               comparison tasks contained y-axis not starting from
Figure 2: right).                                                   zero manipulation, and the other half reversed x-axis
     After completing a task, the player earns                      manipulation. The mean score from graph comparison
experience points from a correct answer (selected                   tasks is referred as graph comparison score.
title). Earned experience points determine the player’s                  Epistemic curiosity scale was adopted from [32]
rank in the game. There are four ranks in total: intern,            and translated to Finnish. It was measured using a 5-
assistant, fact-checker, and chief fact-checker, which              point Likert scale (1=strongly disagree, 5=strongly
were designed to help players reflect on their                      agree) and had 6 items with following example: “I am
performance. The game also includes a credibility                   really curious to know more about this topic”. The
meter. Correct answers increase credibility and                     curiosity items were averaged to measure the degree
incorrect decrease it. If credibility falls to zero, the            of epistemic curiosity before and after game-based
player must start the game from the beginning.                      learning.
     MediaWatch was designed around inoculation                          Math fluency was assessed as prior research has
theory through narrative and game design.                           shown that basic numerical abilities are key predictors
Specifically, two mechanisms of inoculation theory                  of performance in reading graphs [3]. Math fluency
were applied. First, the narrative is used to warn the              was measured with six multiple-choice items. The
player about manipulated graphs and villages’                       items measured math competences needed in
attempts to deceive the player. The aim of such                     interpreting the graphs of the graph reading
forewarning is to motivate players to defend                        assessment. An example question: “How many times
themselves from manipulation attacks. Second, the                   more white squares are there than black circles in the
game actively and pre-emptively exposes the players                 picture?”
to misleading graphs in a safe fantasy environment,                      Graph familiarity was measured with six 5-point
underlining the used graph manipulation techniques,                 Likert scale items (1=strongly disagree, 5=strongly
and how they were misled (feedback). While playing                  agree). Participants were asked to reflect how familiar
MediaWatch, the players will reinforce their resistance             they are with bar and line graphs (e.g., “I am familiar
against manipulated graphs, and the game aims to                    with bar and line graphs”).
equip players with specific knowledge about graph
manipulation techniques that they can use to refute
future manipulation attacks.                                            2.4. Procedure
                                                                        The study was conducted during a regular school
     2.3. Measures                                                  day in a classroom. Participants used their own
                                                                    computers to access all research materials and the
      Graph reading assessment. To measure the                      MediaWatch game.
effectiveness of playing MediaWatch on critical graph                   First, a researcher provided instructions and
reading skills, a multiple-choice assessment was                    details about the study, as well as reminded
administered to both conditions before the                          participants about their rights. Next, all participants
intervention (pre-test) and after the intervention                  received a randomly generated code, which they used
(post-test). Participants had 40 seconds to respond to              to log in to the web-based questionnaire. Pre-
each graph interpretation and graph comparison task.                questionnaire included consent, demographics (e.g.,
All graphs displayed quantifiable data related to                   age, gender, high-school grade level), as well as math
phenomena commonly encountered in geography                         fluency test, and self-report items to gauge learners’
classes (e.g. population growth, annual rainfall). To               familiarity with graphs and their degree of curiosity
minimize the impact of prior knowledge in geography                 (only in the game condition). After the pre-
on the results, specific labels and titles were obscured.           questionnaire, participants completed the graph
For example, specific references to countries and areas             reading assessment. Next, participants of the game
in titles were substituted with generic terms like “one             condition accessed the MediaWatch game with their
area” or “one country”; similarly, in data labels, names            codes and played the game through during 30 minutes
of countries and areas were replaced with sequential                playing session. The game containing a total of nine
alphabet letters starting from A. The assessment                    graph interpretation tasks. The control condition
included two types of tasks: graph interpretation tasks             continued their usual class session, which was
and graph comparison tasks. Graph interpretation task               unrelated to graph reading or graphs, for 30 minutes.
type was adopted from [30, 6]. Specifically, the                    Subsequently, both conditions completed the graph
assessment included sixteen graph interpretation                    reading assessment as a post-test, and the epistemic
tasks, of which four were well-crafted graph tasks, and             curiosity was measured again in the game condition.
12 were misleading graph tasks (Figure 3: left). The




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    2.5. Analyses                                                    Statistical analyses were performed using
                                                                RStudio [version R 4.1.3] [34], utilizing the ‘dplyr’
      First, graph assessment pre-test and post-test            package [35]. Since the misleading graph
scores were calculated ratios of correct items over             interpretation and graph comparison task data were
total items for the misleading graph interpretation             not normally distributed and contained outliers, a
task variable and graph comparison task variable. We            Wilcoxon ranked-sum test was chosen to examine
utilized normalized change scores in our analysis               differences in pre and post-test scores between the
which calculate the maximum possible change from                game and control conditions (RQ1).
pre to post-test on misleading graph interpretation
tasks and graph comparison tasks [33].




Figure 1: Left: Set up for MediaWatch is introduced. Right. Villages have their own backstories.




Figure 2: Left: Choosing the corresponding title. Right: Receiving feedback from Guido based on the chosen title.




Figure 3: Left: Misleading graph interpretation task with y-axis not starting from zero manipulation. Right: Graph
comparison task where left one has reversed x-axis manipulation.




                                                          83
    A Shapiro-Wilk test was performed to determine                      Learners completed 68% of the game’s tasks correctly
whether curiosity pre/post variables were normally                      (overall), while manipulated tasks had 66.3%, and
distributed. The results revealed that the data were                    well-formed tasks had a 72% accuracy rate. In
non-normally distributed, W = .948, p = .025. Thus, a                   addition, 20% of the responses to the manipulated
Wilcoxon signed-rank test was performed to address                      graph tasks aligned with the manipulation. Lastly, 71%
the non-normal distribution and to examine the                          of the incorrect responses to the manipulated graph
differences in curiosity between pre- and post-                         tasks were aligned with the manipulation.
measurements (RQ2).                                                         Table 1 shows the descriptive statistics for study
                                                                        variables. To assess the internal consistency of the
                                                                        used measures, Cronbach’s Alphas were calculated.
3. Results                                                              Graph familiarity (α = .78), misleading graph
                                                                        interpretation (αpre = .81; αpost = .80), graph
    3.1. 3.1. Descriptive statistics                                    comparison (αpre = .68; αpost = .71), and curiosity (αpre
                                                                        = .95; αpost = .95) had at least acceptable internal
On average, the learners of the game condition                          consistency. Well-crafted graph interpretation (αpre =
completed     a    singular  MediaWatch   graph                         .33) and math fluency (α = .22) had poor internal
interpretation task in 4.09 seconds (SD = 1.58).                        consistency, which is understandable due to the ceiling
                                                                        effect.



                                  Table 1. Descriptive Statistics for Study Variables


                                          Game condition                                       Control condition

Variable                    M         Med        SD       Sk           K        M       Med         SD         Sk         K

Misleading graph
interpretation pre         0.48       0.50      0.26     0.08         -1.41    0.48     0.50       0.04       -0.07      0.93

Misleading graph
interpretation post        0.68       0.67      0.24     -0.49        -0.82    0.59     0.54       0.04       -0.16      -0.94


Graph comparison pre       0.70       0.83      0.29     -0.8         -0.55    0.53     0.75       0.05       0.01       -1.34


Graph comparison post      0.76       0.83      0.29     -1.15        0.26     0.59     0.75       0.05       -0.14      -1.41

Well-crafted graph
interpretation pre         0.99       1.00      0.45     -4.84        22.33    0.96     1.00       0.12       -3.04      8.83


Graph familiarity          4.04       4.00      0.67     -0.53        0.25     4.12     4.25       0.62       -0.36      -0.68


Math fluency               0.99       1.00      0.05     -3.19        0.25     0.97     1.00       0.08       -2.78      7.18


Curiosity pre              3.06       3.00      1.00     -0.49        -0.53      -        -          -             -       -

Curiosity post             2.96       3.00      0.94     -0.34        -0.85      -        -          -             -       -
Note. Med = Median, Sk = Skewness, K = Kurtosis.


    3.2. Condition equivalence
    Wilcoxon ranked-sum tests were conducted to                         effect size was small. A χ2 test revealed that the game
examine if learners in the game and control conditions                  condition (boys n = 27; girls n = 23) and control
had any pre-existing differences. The results showed                    condition (boys n = 24; girls n = 25) did not differ
that learners in the two conditions did not differ on                   significantly in the proportion of boys and girls, χ2 (1)
math fluency (W = 1148, p = .315), graph familiarity                    = 0.25, p = 0.617. Based on these results, we concluded
(W=1171, p=.603), and interpretation skills of well-                    that random assignment produced conditions that
grafted graphs (W = 1148, p = .135). The age difference                 were satisfactorily equivalent among these basic
was significant (W = 1001.5, p = .049, r = .20), but the                characteristics.




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    3.3. Graph reading                                         critical reading games can improve learning outcomes
                                                               [21].
    The results from Wilcoxon ranked-sum test                       Interestingly, there was no differences in
indicated there were significant differences in                conditions when it came to graph comparison task.
misleading graph interpretation change scores                  This finding led to reject our hypothesis (1b) assuming
between the game (Med = .50) and control condition             that learners’ graph comparison tasks score will
(Med = .14), W = 906.5, p = .012, with a small to              change significantly more from pre- to post-test in the
medium effect size of r = .25 (Figure 4).                      game condition than in the control condition. It is
    Another Wilcoxon ranked-sum test revealed that             possible that this task did not measure interpretation
there were no significant differences in graph                 of misleading graphs properly. As the task includes
comparison change scores between the game (Med =               both a well-crafted and a misleading graph side by
0) and control conditions (Med = 0), W = 1358.5, p =           side, the manipulation is easier to spot, and the
.558, r = .06 (Figure 4).                                      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.
                                                                    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
Figure 4. Differences in normalized misleading graph           curiosity. On the other hand, it is also possible that the
interpretation and graph comparison change scores              graph literacy topic did not interest learners to trigger
between game and control conditions visualized as              curiosity. Invoking curiosity was not considered in the
box plots.                                                     design of the game and that may also explain why there
                                                               were no differences in curiosity scores.
                                                                    One limitation of this study is that the intervention
    3.4. Epistemic curiosity                                   was short and included only nine graph interpretation
                                                               tasks from which six were misleading. Accordingly, a
    Wilcoxon signed-rank test was performed to                 longer intervention (multiple playing sessions) would
examine whether there were differences in curiosity            be needed to better evaluate the usefulness of the
scores from pre- to post-test for learners assigned to         current MediaWatch implementation [36], [37]. As we
the game condition. The results showed there were no           did not conduct a delayed post-test, we do not know
significant differences between pre-test curiosity (Med        how permanent the achieved learning effects are.
= 3) and post-test curiosity (Med = 3) in the game             Moreover, our graph reading assessment did not
condition, W = 368, p = .23, r = .45.                          include a clear transfer task and thus, the results
                                                               cannot be generalized to other types of manipulated
                                                               graphs.
4. Discussion                                                        Despite the limitations, the results demonstrated
                                                               the promise of GBLE in supporting learners’ ability to
    4.1. Discussion and limitations                            interpret misleading graphs.

    The present study examined the effectiveness of a               4.2. Implications and future
GBLE called MediaWatch on learners’ developing
critical graph reading skills. We also examined                          directions
whether learning with MediaWatch increased
learners’ epistemic curiosity towards graph literacy               This study contributed to the field of critical
after game-based learning. Our results indicated that          reading games by demonstrating that a graph reading
the game condition demonstrated significant                    game that utilizes features of inoculation theory can
improvement (pre to post-test) in interpreting                 help to build resistance against graph manipulation
misleading graphs after playing MediaWatch                     techniques. Our findings indicates that even a short
compared to the control condition, supporting our              pre-emptive intervention in the classroom context, can
hypothesis (1a). This finding is consistent with               enhance learners’ ability to interpret misleading
previous research indicating that inoculation based            graphs. Thus, MediaWatch proved some promise to be
                                                               used in schools.




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    Future researchers should utilize eye-tracking                      Data Sci. Educ., vol. 29, no. 2, pp. 160-164, 2021.
devices while learners read and interpret varying                       doi:10.1080/26939169.2021.1915215.
graph types with MediaWatch to provide a deeper                    [8] O. N. Kwon, C. Han, C. Lee, K. Lee, K. Kim, G. Jo, and
insight into specific graph reading processes to inform                 G. Yoon, "Graphs in the COVID-19 news: A
the design of game elements that can support learners’                  mathematics audit of newspapers in Korea,"
critical graph reading skills. Additionally, epistemic                  Educ. Stud. Math., pp. 1-18, 2021.
curiosity should be measured while learners read and               [9] A. Cairo, How Charts Lie: Getting Smarter About
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emote-aloud protocols [38], where the learner                           Norton & Company, 2019.
verbally expresses their experience of curiosity during            [10] U. K. Ecker, S. Lewandowsky, J. Cook, P. Schmid,
the gameplay. We might get more coherent                                L. K. Fazio, N. Brashier, et al., "The psychological
comprehension what made learner curious and what                        drivers of misinformation belief and its
might have triggered it. Furthermore, since curiosity                   resistance to correction," Nat. Rev. Psychol., vol.
appears to be experienced while performing tasks,                       1, no. 1, pp. 13-29, 2022.
measuring it solely before and after game session, and             [11] S. Van der Linden, J. Roozenbeek, R. Maertens, M.
not during, might be a potential avenue for direction to                Basol, O. Kácha, S. Rathje, and C. S. Traberg, "How
take in the future endeavors.                                           can psychological science help counter the
    Measuring graph reading processes and epistemic                     spread of fake news?," Span. J. Psychol., vol. 24,
curiosity in real-time during gameplay could serve to                   e25, 2021. doi:10.1017/SJP.2021.23.
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                                                                        Linden, "Psychological inoculation against
This work was supported by Strategic Research                           misinformation: Current evidence and future
Council (SRC) established within the Academy of                         directions," The ANNALS of the American
Finland under Grants [335625, 358250].                                  Academy of Political and Social Science, vol. 700,
                                                                        no.        1,       pp.       136-151,         2022.
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