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

[EN]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 kno...

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Detalles Bibliográficos
Autores: Feltrero, Roberto, Hernando, Saeta, Ionescu, Adina
Tipo de recurso: artículo
Estado:Versión enviada para evaluación y publicación
Fecha de publicación:2023
País:España
Institución:Universidad de Salamanca (USAL)
Repositorio:GREDOS. Repositorio Institucional de la Universidad de Salamanca
OAI Identifier:oai:dnet:gredos______::e094e59b5f0e4c813dae18cf5bea9cbd
Acceso en línea:http://hdl.handle.net/10366/170986
Access Level:acceso abierto
Palabra clave:Online visual disinformation
Serious games
Media literacy
E-learning
Player behavior
Education
58 Pedagogía
educación
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spelling E-Learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformationFeltrero, RobertoHernando, SaetaIonescu, AdinaOnline visual disinformationSerious gamesMedia literacyE-learningPlayer behaviorEducation58 Pedagogíaeducación[EN]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 players’ behavior and to assess to what extent the game has been able to attract their attention and achieve the objectives of therefore mentioned distance training tool. A quantitative methodology based on in-game post-play data will be used to study game engagement rate evolution. A detailed study of the inoculative strategies of the game determined 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 & Francis202620262023info:eu-repo/semantics/articleinfo:eu-repo/semantics/submittedVersionapplication/pdfhttp://hdl.handle.net/10366/170986reponame:GREDOS. Repositorio Institucional de la Universidad de Salamancainstname:Universidad de Salamanca (USAL)InglésAttribution-NonCommercial-NoDerivatives 4.0 Internacionalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:dnet:gredos______::e094e59b5f0e4c813dae18cf5bea9cbd2026-06-07T06:28:51Z
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
Feltrero, Roberto
Online visual disinformation
Serious games
Media literacy
E-learning
Player behavior
Education
58 Pedagogía
educación
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 Feltrero, Roberto
Hernando, Saeta
Ionescu, Adina
author Feltrero, Roberto
author_facet Feltrero, Roberto
Hernando, Saeta
Ionescu, Adina
author_role author
author2 Hernando, Saeta
Ionescu, Adina
author2_role author
author
dc.subject.none.fl_str_mv Online visual disinformation
Serious games
Media literacy
E-learning
Player behavior
Education
58 Pedagogía
educación
topic Online visual disinformation
Serious games
Media literacy
E-learning
Player behavior
Education
58 Pedagogía
educación
description [EN]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 players’ behavior and to assess to what extent the game has been able to attract their attention and achieve the objectives of therefore mentioned distance training tool. A quantitative methodology based on in-game post-play data will be used to study game engagement rate evolution. A detailed study of the inoculative strategies of the game determined 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
2026
2026
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/submittedVersion
format article
status_str submittedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/10366/170986
url http://hdl.handle.net/10366/170986
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.rights.none.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Taylor & Francis
publisher.none.fl_str_mv Taylor & Francis
dc.source.none.fl_str_mv reponame:GREDOS. Repositorio Institucional de la Universidad de Salamanca
instname:Universidad de Salamanca (USAL)
instname_str Universidad de Salamanca (USAL)
reponame_str GREDOS. Repositorio Institucional de la Universidad de Salamanca
collection GREDOS. Repositorio Institucional de la Universidad de Salamanca
repository.name.fl_str_mv
repository.mail.fl_str_mv
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