Developing critical thinking skills through gamification

被引:23
作者
Angelelli, Claudia Viviana [1 ]
de Campos Ribeiro, Geisa Muller [2 ,3 ]
Severino, Maico Roris [2 ,3 ]
Johnstone, Eilidh [1 ]
Borzenkova, Gana [1 ]
Oliveira da Silva, Dayane Costa [2 ,3 ]
机构
[1] Heriot Watt Univ, Ctr Translat & Interpreting Studies Scotland, Sch Social Sci, Edinburgh EH144AS, Scotland
[2] Univ Fed Goias UFG, Fac Informacao & Comunicacao FIC, Ave Esperanca S-N,Campus Samambaia, BR-74690900 Goiania, Brazil
[3] Fac Ciencias & Tecnol FCT, Ave Esperanca S-N,Campus Samambaia, BR-74690900 Goiania, Brazil
关键词
Diverse literacy levels; Empirically driven materials; Serious games; Folk culture; Vulnerable communities; EDUCATIONAL COMPUTER GAME; CLIMATE-CHANGE; EMPIRICAL-EVIDENCE; COVID-19; BRAZIL; FIGHT;
D O I
10.1016/j.tsc.2023.101354
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Misinformation as well as the proliferation of fake news has been a problem during COVID-19 pandemic. This has affected many vulnerable communities in Brazil. The ability to understand and sort out pieces of reliable information and fake news has become a fundamental cognitive skill. In this study we report on the development of a serious game (a card-based role-playing game) using Brazilian folk heroes aimed to develop critical thinking skills to empower vulnerable communities affected by misinformation and fake news. Four groups located in the city of Goia<SIC>nia (Brazil) participated in this research: one group of people experiencing homelessness; two groups of favela residents (one urban and one in the suburbs) and one group of recyclable material collectors from a cooperative. We gained entry and built trust with each of these groups and worked together for 10 months during the pandemic. We conducted participatory observations, individual interviews with each participant and discussed their daily interaction with information, specifically in the context of the covid-19 pandemic. The analyses of the observations and interview data gave us a glimpse of the communicative needs of the groups. Inserting players into a narrative where they can make decisions based on critical thinking and their own reflections on the pandemic was important for building knowledge and developing critical thinking in these communities. The nature of the game (interactive and cooperative) allowed participants to focus on problem-solving skills and group work. It encouraged them to use real-life knowledge and skills to solve the fictional problems presented by the narrative.
引用
收藏
页数:13
相关论文
共 69 条
[1]   Instructional Interventions Affecting Critical Thinking Skills and Dispositions: A Stage 1 Meta-Analysis [J].
Abrami, Philip C. ;
Bernard, Robert M. ;
Borokhovski, Evgueni ;
Wade, Anne ;
Surkes, Michael A. ;
Tamim, Rana ;
Zhang, Dai .
REVIEW OF EDUCATIONAL RESEARCH, 2008, 78 (04) :1102-1134
[2]   Game, Not Fight: Change Climate Change! [J].
Ahamer, Gilbert .
SIMULATION & GAMING, 2013, 44 (2-3) :272-301
[3]   Towards psychological herd immunity: Cross-cultural evidence for two prebunking interventions against COVID-19 misinformation [J].
Basol, Melisa ;
Roozenbeek, Jon ;
Berriche, Manon ;
Uenal, Fatih ;
McClanahan, William P. ;
van der Linden, Sander .
BIG DATA & SOCIETY, 2021, 8 (01)
[4]  
Bloom BS., 1956, Handbook I: the cognitive domain
[5]   An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games [J].
Boyle, Elizabeth A. ;
Hainey, Thomas ;
Connolly, Thomas M. ;
Gray, Grant ;
Earp, Jeffrey ;
Ott, Michela ;
Lim, Theodore ;
Ninaus, Manuel ;
Ribeiro, Claudia ;
Pereira, Joao .
COMPUTERS & EDUCATION, 2016, 94 :178-192
[6]   Developing an educational computer game for migratory bird identification based on a two-tier test approach [J].
Chu, Hui-Chun ;
Chang, Shao-Chen .
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2014, 62 (02) :147-161
[7]   Using Game-Based Learning to Foster Critical Thinking in Student Discourse [J].
Cicchino, Marc I. .
INTERDISCIPLINARY JOURNAL OF PROBLEM-BASED LEARNING, 2015, 9 (02)
[8]   FakeYou! - A Gamified Approach for Building and Evaluating Resilience Against Fake News [J].
Clever, Lena ;
Assenmacher, Dennis ;
Mueller, Kilian ;
Seiler, Moritz Vinzent ;
Riehle, Dennis M. ;
Preuss, Mike ;
Grimme, Christian .
DISINFORMATION IN OPEN ONLINE MEDIA, MISDOOM 2020, 2020, 12259 :218-232
[9]   A systematic literature review of empirical evidence on computer games and serious games [J].
Connolly, Thomas M. ;
Boyle, Elizabeth A. ;
MacArthur, Ewan ;
Hainey, Thomas ;
Boyle, James M. .
COMPUTERS & EDUCATION, 2012, 59 (02) :661-686
[10]  
Cummings, 2015, GLOBAL GENTRIFICATIO, P82, DOI [10.1332/policypress/9781447313472.003.0005, DOI 10.1332/POLICYPRESS/9781447313472.003.0005]