{"title":"Quest as a gamified tool for developing students’ media competence in the post-truth era","authors":"Ekaterina B. Kurganova, Natalia N. Belenova","doi":"10.20310/2587-6953-2023-9-3-668-676","DOIUrl":null,"url":null,"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.","PeriodicalId":34441,"journal":{"name":"Neofilologiia","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Neofilologiia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20310/2587-6953-2023-9-3-668-676","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.