Developing critical thinking skills through gamification.

Developing critical thinking skills through gamification.
复制标题

DOI:
10.1016/j.tsc.2023.101354
复制
发表时间:
2023-09
影响因子:
3.7
通讯作者:
da Silva DCO
da Silva DCO
中科院分区:
教育学2区
文献类型:
--
作者:
Angelelli CV;Ribeiro GMC;Severino MR;Johnstone E;Borzenkova G;da Silva DCO

文献摘要

参考文献

相似文献

在COVID-19疫情期间,错误信息以及假新闻的泛滥一直是一个问题。这影响到巴西的许多弱势群体。理解和整理可靠信息和假新闻的能力已经成为一项基本的认知技能。在这项研究中,我们报告了一个严肃的游戏(基于卡片的角色扮演游戏)的开发,该游戏使用巴西民间英雄,旨在培养批判性思维技能,以增强受错误信息和假新闻影响的弱势群体的能力。位于Goiânia市(巴西)的四个团体参加了这项研究:一个无家可归者团体;两个贫民窟居民团体(一个城市和一个郊区)和一个来自合作社的可回收材料收集者团体。我们与这些团体建立了信任,并在大流行期间共同工作了10个月。我们进行了参与式观察,与每位参与者进行了单独访谈,并讨论了他们与信息的日常互动,特别是在新冠肺炎大流行的背景下。通过对观察和访谈数据的分析,我们对这些群体的交际需求有了一个初步的了解。让参与者参与叙述,使他们能够根据批判性思维和自己对这一流行病的反思作出决定,这对在这些社区积累知识和发展批判性思维非常重要。游戏的性质(互动和合作)使参与者能够专注于解决问题的技能和小组工作。它鼓励他们使用现实生活中的知识和技能来解决叙述中提出的虚构问题。
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 Goiânia (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.
DOI: 10.1177/1046878112470541
发表时间: 2013-04-01
影响因子: 2
作者:
Ahamer, Gilbert
通讯作者: Ahamer, Gilbert
DOI: 10.7771/1541-5015.1481
发表时间: 2015-01-01
影响因子: 1.2
作者:
Cicchino, Marc I.
通讯作者: Cicchino, Marc I.
DOI: 10.1016/j.tsc.2013.12.004
发表时间: 2014-01-01
影响因子: 3.7
作者:
Dwyer, Christopher P.;Hogan, Michael J.;Stewart, Ian
通讯作者: Stewart, Ian
DOI: 10.1016/j.agwat.2014.02.003
发表时间: 2014-05-01
影响因子: 6.7
作者:
Hertzog, Thomas;Poussin, Jean-Christophe;Jamin, Jean-Yves
通讯作者: Jamin, Jean-Yves
DOI: 10.3390/ijerph10104607
发表时间: 2013-09-27
影响因子: --
作者:
Gutberlet J;Baeder AM;Pontuschka NN;Felipone SM;Dos Santos TL
通讯作者: Dos Santos TL