Fig. 1. Sample screenshots from our educational role-playing game (RPG) to support visualization literacy education at ages 11 -13. Our game encompasses data-related problems involving visualizations that young learners are required to solve to make progress in the game. Players must first indicate the right graph to solve the problem (a), and then interpret the selected graph to answer a question (b). In this work, we investigate the effect of incorporating narrative elements on learning and engagement (c).
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