Title:
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FAKE NEWS RESILIENCE THROUGH ONLINE GAMES?
TENTATIVE FINDINGS FROM A RANDOMIZED
CONTROLLED TRIAL IN HIGHER EDUCATION |
Author(s):
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Christoph Pimmer, Christoph Eisemann and Mateescu Magdalena |
ISBN:
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978-989-8704-22-1 |
Editors:
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Demetrios G. Sampson, Dirk Ifenthaler and Pedro IsaĆas |
Year:
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2020 |
Edition:
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Single |
Keywords:
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Fake News, Disinformation, Gamification, Serious Games, Fake News Resilience |
Type:
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Short |
First Page:
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387 |
Last Page:
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390 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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Learners' cognitive abilities to assess the credibility of information in digital spaces are 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. |
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