Exploring the Impact of Game-Based Learning on Young People’s News Literacy and Digital Citizenship
Exploring the Impact of Game-Based Learning on Young People’s News Literacy and Digital Citizenship
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Abstract
In a world flooded with information, the need to promote critical literacy, full digital citizenship, and engagement with the news is becoming a priority. In this context, this Systematic Literature Review aimed to explore the potential impact of Game- Based Learning (GBL) on young people's understanding and engagement with news consumption and digital citizenship, particularly within the context of societal and cultural diversity. Through the analysis of 33 studies, it was possible to elucidate the significant role of GBL in enhancing News Literacy and digital citizenship skills, tackling disinformation and promoting informed decision-making. Games including simulation, role-playing, and question-based mechanics are the most used to fulfil such educational goals, namely considering the different levels of thinking skills they can foster. Moreover, the results highlight diversity and inclusion as critical concerns, emphasising the need for equitable access and representation in GBL interventions.
Description
Fields of Science
0508 media and communications, 05 social sciences
Citation
WoS Q
Scopus Q
Source
Volume
24
Issue
45
Start Page
e4510
End Page
Collections
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