E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation

Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. YouVerify! European project has developed a serious game called BotBusters to help young people cultivate the know-ho...

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Detalhes bibliográficos
Autores: Hernando, Saeta, Ionescu, Adina, Feltrero Oreja, Roberto
Formato: artículo
Fecha de publicación:2023
País:España
Recursos:Universidad Nacional de Educación a Distancia
Repositorio:e-spacio. Repositorio Institucional de la UNED
Idioma:inglés
OAI Identifier:oai:e-spacio.uned.es:20.500.14468/22185
Acesso em linha:https://hdl.handle.net/20.500.14468/22185
Access Level:acceso abierto
Palavra-chave:58 Pedagogía::5801 Teoría y métodos educativos
online visual disinformation
serious games
media literacy
e-learning
player behavior
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spelling E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformationHernando, SaetaIonescu, AdinaFeltrero Oreja, Roberto58 Pedagogía::5801 Teoría y métodos educativosonline visual disinformationserious gamesmedia literacye-learningplayer behaviorDigital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. YouVerify! European project has developed a serious game called BotBusters to help young people cultivate the know-how to identify manipulated visual news. The game has been used as a distance learning tool in three different languages, French, Spanish and English, and has been applied to a large and open audience. Contributing to the literature body in the emerging field of online visual disinformation, this article aims to provide an analysis of the player’s behavior and to assess to what extent the game has been able to attract their attention and fulfill the goals of this distance training tool. A quantitative methodology based on in-game post-play data will be used to study game engagement rate evolution. A detailed studied of the inoculative strategies of the game that will determine which ones were more useful to avoid the drop-out of the tool. The findings of this analysis determine that this gamified intervention keeps high the level of users’ engagement with the educational content and facilitate the inoculation of critical thinking to verify news and to avoid visual disinformation. Those findings will provide a better understanding of how young users reflect on media literacy and which is the best methodology to use on distance learning tools to motivate them to move from a simple opinion to constant and thorough verification.Taylor and Francishttps://orcid.org/0000-0002-7533-705Xhttps://orcid.org/0000-0002-4650-4234e-Spacio UNED20242024-05-2720232023-07-0920232023-07-09journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14468/22185reponame:e-spacio. Repositorio Institucional de la UNEDinstname:Universidad Nacional de Educación a DistanciaInglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.esoai:e-spacio.uned.es:20.500.14468/221852026-06-06T12:38:31Z
dc.title.none.fl_str_mv E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
title E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
spellingShingle E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
Hernando, Saeta
58 Pedagogía::5801 Teoría y métodos educativos
online visual disinformation
serious games
media literacy
e-learning
player behavior
title_short E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
title_full E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
title_fullStr E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
title_full_unstemmed E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
title_sort E-learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation
dc.creator.none.fl_str_mv Hernando, Saeta
Ionescu, Adina
Feltrero Oreja, Roberto
author Hernando, Saeta
author_facet Hernando, Saeta
Ionescu, Adina
Feltrero Oreja, Roberto
author_role author
author2 Ionescu, Adina
Feltrero Oreja, Roberto
author2_role author
author
dc.contributor.none.fl_str_mv https://orcid.org/0000-0002-7533-705X
https://orcid.org/0000-0002-4650-4234
e-Spacio UNED
dc.subject.none.fl_str_mv 58 Pedagogía::5801 Teoría y métodos educativos
online visual disinformation
serious games
media literacy
e-learning
player behavior
topic 58 Pedagogía::5801 Teoría y métodos educativos
online visual disinformation
serious games
media literacy
e-learning
player behavior
description Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. YouVerify! European project has developed a serious game called BotBusters to help young people cultivate the know-how to identify manipulated visual news. The game has been used as a distance learning tool in three different languages, French, Spanish and English, and has been applied to a large and open audience. Contributing to the literature body in the emerging field of online visual disinformation, this article aims to provide an analysis of the player’s behavior and to assess to what extent the game has been able to attract their attention and fulfill the goals of this distance training tool. A quantitative methodology based on in-game post-play data will be used to study game engagement rate evolution. A detailed studied of the inoculative strategies of the game that will determine which ones were more useful to avoid the drop-out of the tool. The findings of this analysis determine that this gamified intervention keeps high the level of users’ engagement with the educational content and facilitate the inoculation of critical thinking to verify news and to avoid visual disinformation. Those findings will provide a better understanding of how young users reflect on media literacy and which is the best methodology to use on distance learning tools to motivate them to move from a simple opinion to constant and thorough verification.
publishDate 2023
dc.date.none.fl_str_mv 2023
2023-07-09
2023
2023-07-09
2024
2024-05-27
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14468/22185
url https://hdl.handle.net/20.500.14468/22185
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
info:eu-repo/semantics/openAccess
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Taylor and Francis
publisher.none.fl_str_mv Taylor and Francis
dc.source.none.fl_str_mv reponame:e-spacio. Repositorio Institucional de la UNED
instname:Universidad Nacional de Educación a Distancia
instname_str Universidad Nacional de Educación a Distancia
reponame_str e-spacio. Repositorio Institucional de la UNED
collection e-spacio. Repositorio Institucional de la UNED
repository.name.fl_str_mv
repository.mail.fl_str_mv
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