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...
Subtitles: | "Special Issue 'Revisiting Teaching and Games. Mapping out Ecosystems of Learning', edited by Björn Berg Marklund, Jordan Loewen-Colón and Maria Saridaki" |
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Main Author: | |
Format: | Electronic Article |
Language: | English |
Check availability: | HBZ Gateway |
Journals Online & Print: | |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Published: |
[publisher not identified]
2021
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In: |
Gamevironments
Year: 2021, Volume: 15, Pages: 362-379 |
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) |
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520 | |a 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. | ||
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