Quest as a gamified tool for developing students’ media competence in the post-truth era

Ekaterina B. Kurganova, Natalia N. Belenova
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Abstract

The current issue of the development of media literacy among modern students is considered. In the era of social networks and the intensification of “fake news”, teaching young people the rules of countering disinformation is the first step towards creating a safe information field. The subject of the research is a quest as a tool for the development of media competence. The purpose is to identify the potential of the quest as a tool for developing critical thinking. We consider the gamified format of media literacy development optimal for today’s students, representatives of generation Z, since it is the zoomers who appreciate the introduction of game elements into the learning process as a reference to their rich gaming experience. The stages of creating an educational quest are considered, the technology of its implementation based on the author’s case “Media-Compass” is described. The conclusion is made about the high potential of the quest as a dynamic, emotionally saturated tool for the development of media competence among the modern generation of students in the post-truth era.
Quest是后真相时代培养学生媒体能力的游戏化工具
对现代大学生媒介素养培养的现状进行了思考。在社交网络时代和“假新闻”愈演愈烈的今天,向年轻人传授打击虚假信息的规则是创造安全信息领域的第一步。本研究的主题是探索作为媒介能力发展的工具。目的是确定探索作为发展批判性思维的工具的潜力。我们认为媒体素养发展的游戏化形式最适合今天的学生(Z世代的代表),因为正是这些年轻人喜欢将游戏元素引入到学习过程中,作为他们丰富的游戏体验的参考。考虑了教育探索的各个阶段,并结合作者的案例“Media-Compass”描述了教育探索的实现技术。结论是,在后真相时代的现代一代学生中,探索作为一种动态的、情感饱和的媒体能力发展工具,具有很高的潜力。
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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