Enhancing Information Literacy for Spotting Fake News: A Study on the Efficacy of a Serious Game for M-Learning Across Different Age Groups

P. Sureephong, S. Chernbumroong, S. Sangamuang, Orasa Sirasakamol, K. Intawong, Kitti Puritat
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Abstract

With so many online information sources in recent years, it has become increasingly difficultto determine if the content is based on facts, half-truths, or lies. As a result, the goal of thisresearch is to propose a serious game design for learning to evaluate sources using the CRAAPtest. In the game, players take on the role of librarians who must evaluate news from socialmedia and newspapers, determine whether it is fake or true, and then inform the people ofthe city. During their efforts to make the correct decision, the players are able to observe andlearn about the impact of fake news on the community and the city as a result of their decisions.To evaluate the game, we did a randomized online field study, including quantitativeresearch based on pre-posttests involving 351 participants. The results revealed that using aserious game of “How to Spot Fake News” can improve the knowledge of information literacyneeded to evaluate online sources of information. Finally, we provide preliminary evidencethat gaming improves people’s ability to recognize and resist misinformation.
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提高信息素养,识读假新闻:一款严肃游戏对不同年龄组移动学习效果的研究
近年来,由于网上信息来源如此之多,判断内容是基于事实、半真半假还是谎言变得越来越困难。因此,本研究的目标是提出一种严肃的游戏设计,用于学习使用CRAAPtest评估资源。在游戏中,玩家扮演图书管理员的角色,他们必须评估社交媒体和报纸上的新闻,判断其真假,然后通知城市的人们。在他们努力做出正确决定的过程中,玩家们能够观察和了解假新闻对社区和城市的影响,因为他们的决定。为了评估这款游戏,我们进行了一项随机在线实地研究,包括基于351名参与者的前后测试的定量研究。结果显示,使用“如何识别假新闻”的严肃游戏可以提高评估在线信息源所需的信息素养知识。最后,我们提供了初步的证据,证明游戏提高了人们识别和抵制错误信息的能力。
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