Spreading Learning through Fake News Games

To enhance news and information literacy skills for college students, I used three games related to the spread of disinformation, Harmony Square (2020), Fake it to Make it (2017), and Troll Factory (2019). I found that the simpler games with a series of scaffolded, meaningful choices better supporte...

Full description

Saved in:  
Bibliographic Details
Published in:Gamevironments
Subtitles:"Special Issue 'Revisiting Teaching and Games. Mapping out Ecosystems of Learning', edited by Björn Berg Marklund, Jordan Loewen-Colón and Maria Saridaki"
Main Author: Schrier, Karen Kat (Author)
Format: Electronic Article
Language:English
Check availability: HBZ Gateway
Journals Online & Print:
Drawer...
Fernleihe:Fernleihe für die Fachinformationsdienste
Published: 2021
In: Gamevironments
Further subjects:B Learning
B Disinformation
B Games
B News
B Gamevironments
B Information Literacy
B News Literacy
B Gaming
B Digital Games
Online Access: Volltext (kostenfrei)
Volltext (kostenfrei)
Description
Summary:To enhance news and information literacy skills for college students, I used three games related to the spread of disinformation, Harmony Square (2020), Fake it to Make it (2017), and Troll Factory (2019). I found that the simpler games with a series of scaffolded, meaningful choices better supported student engagement. I also found that some students engaged more with a game, Harmony Square, which has strong fictional elements (characters, world-building, and humor), while others engaged more with a game, Troll Factory, which has more realistic, raw elements (using real-world posts). In all three games, players played as the villain, which was engaging for students but may have longer-term problematic implications. Finally, students critiqued the design of these games, and made their own games, which helped them to further practice their critical literacy skills.
ISSN:2364-382X
Contains:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.48783/gameviron.v15i15.157