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...

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Autres titres:"Special Issue 'Revisiting Teaching and Games. Mapping out Ecosystems of Learning', edited by Björn Berg Marklund, Jordan Loewen-Colón and Maria Saridaki"
Auteur principal: Schrier, Karen Kat (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Fernleihe:Fernleihe für die Fachinformationsdienste
Publié: 2021
Dans: Gamevironments
Année: 2021, Volume: 15, Pages: 362-379
Sujets non-standardisés:B Learning
B Disinformation
B Games
B News
B Gamevironments
B Information Literacy
B News Literacy
B Gaming
B Digital Games
Accès en ligne: Volltext (kostenfrei)
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Description
Résumé: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
Contient:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.48783/gameviron.v15i15.157