Sara Capecchi;Antonio Lieto;Federica Patti;Ruggero G. Pensa;Amon Rapp;Fabiana Vernero;Sandra Zingaro
{"title":"支持社交媒体假新闻教育活动的游戏化平台","authors":"Sara Capecchi;Antonio Lieto;Federica Patti;Ruggero G. Pensa;Amon Rapp;Fabiana Vernero;Sandra Zingaro","doi":"10.1109/TLT.2024.3410088","DOIUrl":null,"url":null,"abstract":"The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their families) is a necessary condition for facing the complexity of the reality with the right awareness and control. Providing young people with a thorough understanding of the fake news spreading phenomenon is a first step in combating it. To this end, in this article, we propose a serious game whose objective is to let young people experience the typical interaction scenario when faced to a feed of real and fake news in social media. Our proposal focuses on educational workshops, carried out in secondary schools and dedicated to the correct use of information on the web, with particular attention to logical fallacies and cognitive bias mechanisms that lead to the formulation of erroneous reasoning or prevent a comparison from progressing logically. Thanks to an intuitive interface that helps the teacher supervise the whole game session, the students are invited to assess the truthfulness of a small set of news at different levels and to share them with their friends. At the end of the game session, the teacher is provided with an interactive detailed report of the activities that enables the analysis of all participants' actions and behavior. The teacher can use such a report to conduct a classroom lecture in a more engaging and interactive way, by stimulating discussions among the students and raising their curiosity on the subject. Our educational platform has been tested accurately in a broad experimental study involving 217 middle school students. The results show the suitability of the platform in providing a valuable educational tool for supporting educational activities on fake news analysis.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"17 ","pages":"1805-1819"},"PeriodicalIF":2.9000,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10550171","citationCount":"0","resultStr":"{\"title\":\"A Gamified Platform to Support Educational Activities About Fake News in Social Media\",\"authors\":\"Sara Capecchi;Antonio Lieto;Federica Patti;Ruggero G. Pensa;Amon Rapp;Fabiana Vernero;Sandra Zingaro\",\"doi\":\"10.1109/TLT.2024.3410088\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their families) is a necessary condition for facing the complexity of the reality with the right awareness and control. Providing young people with a thorough understanding of the fake news spreading phenomenon is a first step in combating it. To this end, in this article, we propose a serious game whose objective is to let young people experience the typical interaction scenario when faced to a feed of real and fake news in social media. Our proposal focuses on educational workshops, carried out in secondary schools and dedicated to the correct use of information on the web, with particular attention to logical fallacies and cognitive bias mechanisms that lead to the formulation of erroneous reasoning or prevent a comparison from progressing logically. Thanks to an intuitive interface that helps the teacher supervise the whole game session, the students are invited to assess the truthfulness of a small set of news at different levels and to share them with their friends. At the end of the game session, the teacher is provided with an interactive detailed report of the activities that enables the analysis of all participants' actions and behavior. The teacher can use such a report to conduct a classroom lecture in a more engaging and interactive way, by stimulating discussions among the students and raising their curiosity on the subject. Our educational platform has been tested accurately in a broad experimental study involving 217 middle school students. 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A Gamified Platform to Support Educational Activities About Fake News in Social Media
The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their families) is a necessary condition for facing the complexity of the reality with the right awareness and control. Providing young people with a thorough understanding of the fake news spreading phenomenon is a first step in combating it. To this end, in this article, we propose a serious game whose objective is to let young people experience the typical interaction scenario when faced to a feed of real and fake news in social media. Our proposal focuses on educational workshops, carried out in secondary schools and dedicated to the correct use of information on the web, with particular attention to logical fallacies and cognitive bias mechanisms that lead to the formulation of erroneous reasoning or prevent a comparison from progressing logically. Thanks to an intuitive interface that helps the teacher supervise the whole game session, the students are invited to assess the truthfulness of a small set of news at different levels and to share them with their friends. At the end of the game session, the teacher is provided with an interactive detailed report of the activities that enables the analysis of all participants' actions and behavior. The teacher can use such a report to conduct a classroom lecture in a more engaging and interactive way, by stimulating discussions among the students and raising their curiosity on the subject. Our educational platform has been tested accurately in a broad experimental study involving 217 middle school students. The results show the suitability of the platform in providing a valuable educational tool for supporting educational activities on fake news analysis.
期刊介绍:
The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.