Gamification as an Effective Technology for Student Media Literacy Development: US Experience

- Приходькіна, Н.О. (orcid.org/0000-0001-9965-6912) (2020) Gamification as an Effective Technology for Student Media Literacy Development: US Experience Педагогічні науки (92). pp. 84-92. ISSN 2413-1865

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Abstract

The USA is a leader in the production of computer and online games for use in the educational process of schools. Purpose. The article examines the experience of the United States of America on the use of gamification technology for the development of student media literacy. The author explains the effectiveness of the gamification method. Methods. The specific search, systemic methods, methods of logical-historical analysis, comparison, generalization, and study of scientific approaches to the selected problematic were used in the process of research. The author analyzed Globaloria. It is an online learning platform for teaching students to design, prototype, and code educational web/mobile games and simulations using industry standard technologies. Globaloria is used to develop media literacy at the schools of the United States of America. The article presents a selection of games for the development of media literacy. In particular, the article describes the possibilities of using the online game “Factitious", the essence of which is to determine the reliability of information. The simulation online game “Newsfeed defenders” is offered to increase the level of literacy in social networks and news. The online games “Fakey” and “Interland” teach students how to properly disseminate latest news on social networks. The online educational game “BBC Reporter” teaches children to spot misinformation on the Internet. The author suggests using the educational game “Go Viral!” to teach students to separate facts from fakes about Covid-19. “Be Internet awesome” contains several games: “Mindful mountain”, “Tower of treasure”, “Reality river”, “Reality river”, “Kind kingdom”. These games teach children to create strong passwords, to display fake profiles and phishing, to be kind to others and report cyber bullies.

Item Type: Article
Keywords: media education, game, online game, educational process, students, fake, educational platform, manipulation, digital technologies
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 374 Education and training out of school. Further education
Divisions: State institution of higher education «University of educational management» > Educational and scientific institute of management and psychology > Department of Education, Administration and Social Work
Depositing User: Наталія Олексіївна Приходькіна
Date Deposited: 26 Dec 2021 23:40
Last Modified: 22 Mar 2024 08:05
URI: https://lib.iitta.gov.ua/id/eprint/728789

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