Fake News Resilience through Online Games? Tentative Findings from a Randomized Controlled Trial in Higher Education

dc.accessRightsAnonymous*
dc.contributor.authorEisemann, Christoph
dc.contributor.authorPimmer, Christoph
dc.contributor.authorMateescu, Magdalena
dc.contributor.editorDemetrios, G. Sampson
dc.contributor.editorIfenthaler, Dirk
dc.contributor.editorIsaías, Pedro
dc.date.accessioned2022-11-04T07:42:58Z
dc.date.available2022-11-04T07:42:58Z
dc.date.issued2021
dc.description.abstractLearners’ cognitive abilities to assess the credibility of information in digital spaces are a relevant part of 21st century skills. Emerging evidence suggests that gamification could be a suitable approach for learners to develop these skills independently of their educational level. This study examined two popular online fake news games in a higher education setting using a randomized controlled trial. 72 students were randomly assigned to one of two games. Their ability to classify news, i.e. to distinguish fake news from correct news, was tested before and after playing the game. The results from multiple regression analysis suggest that there was only a very modest increase in participants’ news classification abilities in one game and no improvement in the other game. Contrary to some prior literature, these preliminary findings provide no evidence for the use of gamification in developing students’ fake news resilience in higher education contexts and they call for more nuanced education and gamification approaches.en_US
dc.description.urihttp://www.iadisportal.org/celda-2020-proceedingsen_US
dc.eventInternational Conference Cognition and Exploratory Learning in the Digital Ageen_US
dc.event.end2020-11-20
dc.event.start2020-11-18
dc.identifier.isbn978-989-8704-22-1
dc.identifier.urihttps://irf.fhnw.ch/handle/11654/34005
dc.language.isoenen_US
dc.publisherIADIS Pressen_US
dc.relation.ispartofProceedings of the IADIS International Conference Cognition and Exploratory Learning in the Digital Age 2020en_US
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en_US
dc.spatialLisbonen_US
dc.subjectfake newsen_US
dc.subjectdisinformationen_US
dc.subjectfalse newsen_US
dc.subjectgamificationen_US
dc.subjectserious gamesen_US
dc.subjectfake news resilienceen_US
dc.subject.ddc070 - Nachrichtenmedien, Journalismus, Verlagswesenen_US
dc.titleFake News Resilience through Online Games? Tentative Findings from a Randomized Controlled Trial in Higher Educationen_US
dc.type04B - Beitrag Konferenzschrift*
dspace.entity.typePublication
fhnw.InventedHereYesen_US
fhnw.IsStudentsWorknoen_US
fhnw.LegalEntity.editorInternational Association for Development of the Information Societyen_US
fhnw.ReviewTypeAnonymous ex ante peer review of a complete publicationen_US
fhnw.affiliation.hochschuleHochschule für Wirtschaftde_CH
fhnw.affiliation.institutBachelor of Sciencede_CH
fhnw.openAccessCategoryCloseden_US
fhnw.publicationStatePublisheden_US
relation.isAuthorOfPublicationf3df53a2-d8e3-4877-bf92-e3e4cdb9f033
relation.isAuthorOfPublication27269499-91b3-4f56-a7d0-066dc8309b3c
relation.isAuthorOfPublication2015c2ae-a06a-40df-b0d0-cc09b3934177
relation.isAuthorOfPublication.latestForDiscovery27269499-91b3-4f56-a7d0-066dc8309b3c
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