This thesis presents "The Journalist," an educational game designed to enhance players' information-gathering and analytical skills while addressing the pervasive issue of disinformation. In "The Journalist," players assume the role of a journalist, tasked with researching and preparing news articles. Players search the internet, examine documents, and review message histories to collect relevant information. They select and store key sentences in their notes, which they later use to organize and compile a coherent news article. Through this engaging process, the game identifies and tackles problems related to disinformation, such as distorted perceptions of reality and the incorrect interpretation of information. It highlights the importance of source validation, the hierarchy of reliability, and effective text analysis. Players learn to recognize sensationalism, distinguish between verifiable data and opinion, and verify dates to ensure the information's accuracy. The development of "The Journalist" underscored the importance of a multidisciplinary approach. Collaborating with a game designer and a science teacher as domain experts ensured that the game not only provides educational soundness but also maintains high entertainment value. This collaboration guarantees that players are engaged while learning to cite sources correctly, represent data graphically using charts, plots, and infographics, and discern between information presented in good faith and manipulated falsehoods. By simulating the real-world challenges faced by journalists, "The Journalist" helps players develop practical skills essential for identifying and mitigating the effects of disinformation. This project contributes to the field of ICT for Internet and Multimedia by providing a practical tool for training individuals in critical thinking and accurate information collection. The insights gained from this thesis will inform strategies to combat the spread of disinformation in the digital age.

This thesis presents "The Journalist," an educational game designed to enhance players' information-gathering and analytical skills while addressing the pervasive issue of disinformation. In "The Journalist," players assume the role of a journalist, tasked with researching and preparing news articles. Players search the internet, examine documents, and review message histories to collect relevant information. They select and store key sentences in their notes, which they later use to organize and compile a coherent news article. Through this engaging process, the game identifies and tackles problems related to disinformation, such as distorted perceptions of reality and the incorrect interpretation of information. It highlights the importance of source validation, the hierarchy of reliability, and effective text analysis. Players learn to recognize sensationalism, distinguish between verifiable data and opinion, and verify dates to ensure the information's accuracy. The development of "The Journalist" underscored the importance of a multidisciplinary approach. Collaborating with a game designer and a science teacher as domain experts ensured that the game not only provides educational soundness but also maintains high entertainment value. This collaboration guarantees that players are engaged while learning to cite sources correctly, represent data graphically using charts, plots, and infographics, and discern between information presented in good faith and manipulated falsehoods. By simulating the real-world challenges faced by journalists, "The Journalist" helps players develop practical skills essential for identifying and mitigating the effects of disinformation. This project contributes to the field of ICT for Internet and Multimedia by providing a practical tool for training individuals in critical thinking and accurate information collection. The insights gained from this thesis will inform strategies to combat the spread of disinformation in the digital age.

Development of an Educational Video Game to Learn Critical Thinking Skills Against Disinformation

TOPCU, BERKCAN
2023/2024

Abstract

This thesis presents "The Journalist," an educational game designed to enhance players' information-gathering and analytical skills while addressing the pervasive issue of disinformation. In "The Journalist," players assume the role of a journalist, tasked with researching and preparing news articles. Players search the internet, examine documents, and review message histories to collect relevant information. They select and store key sentences in their notes, which they later use to organize and compile a coherent news article. Through this engaging process, the game identifies and tackles problems related to disinformation, such as distorted perceptions of reality and the incorrect interpretation of information. It highlights the importance of source validation, the hierarchy of reliability, and effective text analysis. Players learn to recognize sensationalism, distinguish between verifiable data and opinion, and verify dates to ensure the information's accuracy. The development of "The Journalist" underscored the importance of a multidisciplinary approach. Collaborating with a game designer and a science teacher as domain experts ensured that the game not only provides educational soundness but also maintains high entertainment value. This collaboration guarantees that players are engaged while learning to cite sources correctly, represent data graphically using charts, plots, and infographics, and discern between information presented in good faith and manipulated falsehoods. By simulating the real-world challenges faced by journalists, "The Journalist" helps players develop practical skills essential for identifying and mitigating the effects of disinformation. This project contributes to the field of ICT for Internet and Multimedia by providing a practical tool for training individuals in critical thinking and accurate information collection. The insights gained from this thesis will inform strategies to combat the spread of disinformation in the digital age.
2023
Development of an Educational Video Game to Learn Critical Thinking Skills Against Disinformation
This thesis presents "The Journalist," an educational game designed to enhance players' information-gathering and analytical skills while addressing the pervasive issue of disinformation. In "The Journalist," players assume the role of a journalist, tasked with researching and preparing news articles. Players search the internet, examine documents, and review message histories to collect relevant information. They select and store key sentences in their notes, which they later use to organize and compile a coherent news article. Through this engaging process, the game identifies and tackles problems related to disinformation, such as distorted perceptions of reality and the incorrect interpretation of information. It highlights the importance of source validation, the hierarchy of reliability, and effective text analysis. Players learn to recognize sensationalism, distinguish between verifiable data and opinion, and verify dates to ensure the information's accuracy. The development of "The Journalist" underscored the importance of a multidisciplinary approach. Collaborating with a game designer and a science teacher as domain experts ensured that the game not only provides educational soundness but also maintains high entertainment value. This collaboration guarantees that players are engaged while learning to cite sources correctly, represent data graphically using charts, plots, and infographics, and discern between information presented in good faith and manipulated falsehoods. By simulating the real-world challenges faced by journalists, "The Journalist" helps players develop practical skills essential for identifying and mitigating the effects of disinformation. This project contributes to the field of ICT for Internet and Multimedia by providing a practical tool for training individuals in critical thinking and accurate information collection. The insights gained from this thesis will inform strategies to combat the spread of disinformation in the digital age.
Educational Games
Disinformation
Information Literacy
Multimedia Learning
Critical Thinking
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12608/74892