The role of gamification in the development of (fake) news literacy in higher education

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Author (Corporation)
Publication date
2023
Typ of student thesis
Course of study
Type
04B - Conference paper
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Supervisor
Parent work
EDULEARN23. Proceedings
Special issue
DOI of the original publication
Link
Series
Series number
Volume
Issue / Number
Pages / Duration
7800-7807
Patent number
Publisher / Publishing institution
IATED
Place of publication / Event location
Valencia
Edition
Version
Programming language
Assignee
Practice partner / Client
Abstract
Fake news has become a major societal concern, particularly in the online and social media sphere. Higher education institutions have an important role to play in fostering critical thinking and promoting media and news literacy. Therefore, educators need to explore effective and innovative ways to teach news literacy. Online games have emerged as a potentially promising tool. Against this background, the paper presents a framework that conceptualises competences relevant for news literacy and 'fake' news literacy. It then uses the framework to conduct an evaluation of 17 popular and freely available online games about misinformation and disinformation and their suitability for developing competences relevant to (fake) news literacy in a higher education context. The findings indicate that the games were generally limited in scope and covered only specific news literacy competence areas. The paper discusses the results of the analysis and develops some suggestions for the integration of games in the higher education landscape.
Keywords
Subject (DDC)
330 - Wirtschaft
Project
Event
15th International Conference on Education and New Learning Technologies (EDULEARN23)
Exhibition start date
Exhibition end date
Conference start date
03.07.2023
Conference end date
05.07.2023
Date of the last check
ISBN
978-84-09-52151-7
ISSN
Language
English
Created during FHNW affiliation
Yes
Strategic action fields FHNW
Publication status
Published
Review
Peer review of the complete publication
Open access category
Closed
License
Citation
JÄGER, Janine, Christoph EISEMANN und Christoph PIMMER, 2023. The role of gamification in the development of (fake) news literacy in higher education. In: Luis GÓMEZ CHOVA, Chelo GONZÁLEZ MARTÍNEZ und Joanna LEES (Hrsg.), EDULEARN23. Proceedings. Valencia: IATED. 2023. S. 7800–7807. ISBN 978-84-09-52151-7. Verfügbar unter: https://irf.fhnw.ch/handle/11654/43430