Game Creation in Youth Media and Information Literacy Education

Conceição Costa, K. Tyner, Sara Henriques, Carla Sousa
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引用次数: 23

Abstract

This proposal presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of creation and development of videogames. Students aged 9 to 14 years old from Portugal and Austin, Texas (USA), participated in the study that included an intervention at schools, based on a constructivist/project-based approach. Fieldwork was conducted in four schools and a MIL questionnaire, based in a theoretical framework, were administered before and after the project’s intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.
青少年媒介中的游戏创作与信息素养教育
该提案介绍了GamiLearning(2015-2018)的初步发现,这是一个研究项目,旨在通过创建数字游戏来促进儿童媒体和信息素养(MIL)的批判性和参与性维度。该项目提出了一种创新的方法,认为MIL可以通过电子游戏的创作和开发过程来促进。来自葡萄牙和美国德克萨斯州奥斯汀的9至14岁的学生参与了这项研究,其中包括基于建构主义/基于项目的方法在学校进行干预。在四所学校进行了实地调查,并在项目干预前后进行了基于理论框架的MIL问卷调查。四所学校的调查结果表明,考虑到一般的媒介信息素养,以及几组技能,即操作技能、编辑技能、数字身份管理技能、批判媒体素养、学习和社会互动,问卷调查前后的差异具有统计学意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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