Evaluating Video Games as Tools for Education on Fake News and Misinformation

IF 2.6 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Ruth S. Contreras-Espinosa, Jose Luis Eguia-Gomez
{"title":"Evaluating Video Games as Tools for Education on Fake News and Misinformation","authors":"Ruth S. Contreras-Espinosa, Jose Luis Eguia-Gomez","doi":"10.3390/computers12090188","DOIUrl":null,"url":null,"abstract":"Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a well-founded analysis of misinformation. Video games may be an effective approach to foster these skills and can seamlessly integrate learning content into their design, enabling achieving multiple learning outcomes and building competencies that can transfer to real-life situations. We analyzed 24 video games about media literacy by studying their content, design, and characteristics that may affect their implementation in learning settings. Even though not all learning outcomes considered were equally addressed, the results show that media literacy video games currently on the market could be used as effective tools to achieve critical learning goals and may allow users to understand, practice, and implement skills to fight misinformation, regardless of their complexity in terms of game mechanics. However, we detected that certain characteristics of video games may affect their implementation in learning environments, such as their availability, estimated playing time, approach, or whether they include real or fictional worlds, variables that should be further considered by both developers and educators.","PeriodicalId":46292,"journal":{"name":"Computers","volume":"21 1","pages":"0"},"PeriodicalIF":2.6000,"publicationDate":"2023-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/computers12090188","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

Abstract

Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a well-founded analysis of misinformation. Video games may be an effective approach to foster these skills and can seamlessly integrate learning content into their design, enabling achieving multiple learning outcomes and building competencies that can transfer to real-life situations. We analyzed 24 video games about media literacy by studying their content, design, and characteristics that may affect their implementation in learning settings. Even though not all learning outcomes considered were equally addressed, the results show that media literacy video games currently on the market could be used as effective tools to achieve critical learning goals and may allow users to understand, practice, and implement skills to fight misinformation, regardless of their complexity in terms of game mechanics. However, we detected that certain characteristics of video games may affect their implementation in learning environments, such as their availability, estimated playing time, approach, or whether they include real or fictional worlds, variables that should be further considered by both developers and educators.
评估电子游戏作为假新闻和错误信息教育工具的作用
尽管获得可靠的信息对于我们社会的平等机会至关重要,但目前的学校课程只在有限的背景下包含了一些关于媒体素养的概念。因此,有必要为反思和对错误信息进行有根据的分析创造场景。电子游戏可能是培养这些技能的有效方法,可以将学习内容无缝地整合到设计中,实现多种学习成果,并建立可以转移到现实生活中的能力。我们通过研究视频游戏的内容、设计和可能影响其在学习环境中的实施的特征,分析了24款关于媒体素养的视频游戏。尽管并非所有的学习结果都得到了平等的处理,但结果表明,目前市场上的媒体素养电子游戏可以作为实现关键学习目标的有效工具,并且可以让用户理解、练习和执行打击错误信息的技能,而不管它们在游戏机制方面的复杂性如何。然而,我们发现电子游戏的某些特征可能会影响它们在学习环境中的实施,比如它们的可用性、估计的游戏时间、方法,或者它们是否包含真实或虚构的世界,这些变量应该被开发者和教育者进一步考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Computers
Computers COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
5.40
自引率
3.60%
发文量
153
审稿时长
11 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信