David Fjolnir Armannsson

Gamification in Science Communication

Implementing the elements of gamification at the University of Iceland (UoI) area at the UTmessan (ITmass conference) in February 2020.

Each year at UTmessan the UoI invites the public to experience and learn about research and projects connected to computer science, information technology and computer engineering. In February 2020 at UTmessan we invited our guests to participate in a treasure hunt, where the only thing they would need was a smartphone with a Bluetooth connection.

In the game participants visited several stations in the exhibition area and answered a few questions and solved tasks that were connected to the subject on each station. Participants collected points through the game and were able to learn more about science and have fun at the same time.
The focus of this presentation will be on the preparation, the process and the outcome of this project.

What I Do

Davíð Fjölnir has been working at the School of Engineering and Natural Sciences at the University of Iceland from 2013. First as a project manager in finance and from 2017 as a project manager for events, marketing and internal communication.

Experience, research, books or else

Davíð graduated from Bifrost University in 2011 with a B.A in Philosophy, Politics and Economics (PPE) and from the University in Iceland in 2021 with a diploma in Environment- and Natural Resources (Feb. 21) and a MS. in Applied Culture and Communication (Oct. 21).

His final project for his masters studies was a two hour online broadcast titled ”Online visit to the University of Iceland at UTmessan 2021” and a thesis titled ””The event will be streamed”: Covid-19’s impact on science communication, challenges and solutions”