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...
| Autores: | , , |
|---|---|
| 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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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 |
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journal article http://purl.org/coar/resource_type/c_6501 |
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info:eu-repo/semantics/article |
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article |
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https://hdl.handle.net/20.500.14468/22185 |
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https://hdl.handle.net/20.500.14468/22185 |
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Inglés eng |
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Inglés |
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eng |
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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 |
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open access http://purl.org/coar/access_right/c_abf2 https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es |
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openAccess |
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application/pdf |
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Taylor and Francis |
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Taylor and Francis |
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reponame:e-spacio. Repositorio Institucional de la UNED instname:Universidad Nacional de Educación a Distancia |
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Universidad Nacional de Educación a Distancia |
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e-spacio. Repositorio Institucional de la UNED |
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