Title in Italian “Social Media Puppeteers”, “Social Media Fake News” and “Data Defenders”: giochi e videogiochi per promuovere la media e information literacy nei più giovani
Contenuto principale dell'articolo
Abstract
I videogiochi hanno acquisito un nuovo respiro a seguito delle esperienze vissute durante la pandemia, in particolare per quanto riguarda il benessere personale e la connessione sociale. Il contributo presenta i risultati tangibili del progetto YO-MEDIA - Youngsters’ Media Literacy in Times of Crisis, in particolare i giochi da tavolo “Social Media Puppeteers” e “Social Media Fake News” e il videogioco “Data Defenders”, frutto degli sforzi di progettazione e produzione del team di progetto, con particolare riferimento alle meccaniche, alle scelte grafiche, ai personaggi e alle atmosfere delle proposte ludiche costruite. L'obiettivo ultimo dei prodotti è di sostenere le competenze dei ragazzi attraverso il gioco, il coinvolgimento, la partecipazione diretta, incontrando le principali tecniche alla base del pre-bunking e le logiche di smascheramento delle fake news, attraverso la scelta delle azioni dei personaggi. Nel corso dei giochi, i ragazzi sono infatti chiamati a produrre informazioni, scomporle e verificare le fonti.
Dettagli dell'articolo

Questo volume è pubblicato con la licenza Creative Commons Attribuzione 4.0 Internazionale.
Gli autori che pubblicano su questa rivista accettano le seguenti condizioni:
- Gli autori mantengono i diritti sulla loro opera e cedono alla rivista il diritto di prima pubblicazione dell'opera, contemporaneamente licenziata sotto una Licenza Creative Commons CC BY 4.0 Attribution 4.0 International License.
- Gli autori possono aderire ad altri accordi di licenza non esclusiva per la distribuzione della versione dell'opera pubblicata (es. depositarla in un archivio istituzionale o pubblicarla in una monografia), a patto di indicare che la prima pubblicazione è avvenuta su questa rivista.
- Gli autori possono diffondere la loro opera online (es. in repository istituzionali o nel loro sito web) prima e durante il processo di submission, poiché può portare a scambi produttivi e aumentare le citazioni dell'opera pubblicata (Vedi The effect of Open Access).
Riferimenti bibliografici
Baek, Y., & Ward, S. (2023). Exploring teachers' perceptions and practices of game-based learning: Factors, barriers, and professional development. 지능정보융합과 미래교육, 2(3), 11–26. https://www.earticle.net/Article/A435747
Banzato, M. (2011). Digital literacy. Mondadori.
Banzato, M. (2013). Literacy e complessità. TD Tecnologie Didattiche, 21(1), 4–13. https://doi.org/10.17471/2499-4324/109
Banzato, M., & Midoro, V. (2013). Editoriale. TD Tecnologie Didattiche, 21(1), 2–3. https://doi.org/10.17471/2499-4324/117
Bloch, M. (1921). Réflexions d'un historien sur les fausses nouvelles de la guerre. Revue de Synthèse Historique, 33, 13–35.
Bunt, B. J., & Grosser, M. (2020). Puzzle video games and the benefits for critical thinking: Develop-ing skills and dispositions towards self-directed learning. In E. Mentz & R. Bailey (Eds.), Self-directed learning research and its impact on educational practice (pp. 155–195). AOSIS Acade-my. https://doi.org/10.4102/aosis.2020.BK206.05
Carenzio, A. (2024). Children and media from «Living room culture» to media appropriation: Child-hood and media throughout the history of media literacy education. In S. Polenghi (Ed.), Educa-tional tools in history: New sources and perspectives. Armando Editore.
Carenzio, A. (2024a). Potenziare le competenze di information literacy tra gli adolescenti attraverso i videogiochi: Analisi di alcune proposte ludiche significative. QTimes, 16(3). https://doi.org/10.14668/QTimes_16346
Carenzio, A., Ferrari, S., & Pasta, S. (2023). Games and video games as scenarios to support digital lit-eracies: The first results from the international project YO-MEDIA (Youngsters’ Media Literacy in Times of Crisis). In Proceedings of the Italian Symposium on Digital Education (ISYDE 2023) (pp. 119–130). Pearson.
Carenzio, A., Ferrari, S., & Pasta, S. (2024). Media literacy in times of crisis: First results of the YO-MEDIA project handling the voice of educators, teachers, and journalists. Seminar.net, 20(1). https://doi.org/10.7577/seminar.5727
Cauberghe, V., Van Wesenbeeck, I., De Jans, S., Hudders, L., & Ponnet, K. (2021). How adolescents use social media to cope with feelings of loneliness and anxiety during COVID-19 lockdown. Cy-berpsychology, Behavior, and Social Networking, 24(4), 250–257. https://doi.org/10.1089/cyber.2020.0478
Contreras-Espinosa, R. S., & Eguia-Gomez, J. L. (2023). Evaluating video games as tools for education on fake news and misinformation. Computers, 12(9), 188. https://doi.org/10.3390/computers12090188
Diehl, C., Tymoshchuk, O., Contreras-Espinosa, R., Carenzio, A., Antunes, M. J., Eguia-Gomez, J. L., & Zagalo, N. (2024). Exploring current challenges and opportunities in media literacy skills for youth: Stakeholders’ perspectives. In Proceedings of the 18th European Conference on Game-Based Learning (ECGBL’24) (In press).
Fadhli, M., Kuswandi, D., Utami, P. S., Sartika, S. B., & bin Barawi, M. H. (2023). Game-based learning and children’s digital literacy to support pervasive learning: A systematic review. JTP-Jurnal Te-knologi Pendidikan, 25(3), 386–393. https://doi.org/10.21009/jtp.v25i3.38388
Fernandes, K., Rodrigues, M., Silva, E., & Souza Fernandes, G. (2020). Estratégia para especificação de game design a partir da produção textual em sala de aula. Anais do Computer on the Beach, 11, 482–489. https://doi.org/10.14210/cotb.v11n1.p482-489
Ferrari, S., & Pasta, S. (2023). Information literacy: L’istanza educativa centrale per la declinazione delle competenze digitali. Annali online della Didattica e della Formazione Docente, 15(26), 170–192. https://doi.org/10.15160/2038-1034/2766
Floridi, L. (2014). The fourth revolution: How the infosphere is reshaping human reality. Oxford Uni-versity Press.
García-Gil, M. Á., Revuelta-Domínguez, F. I., Pedrera-Rodríguez, M. I., & Guerra-Antequera, J. (2023). Exploring video game engagement, social–emotional development, and adolescent well-being for sustainable health and quality education. Sustainability, 16(1), 99. https://doi.org/10.3390/su16010099
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
Gili, G. (2001). Il problema della manipolazione: Peccato originale dei media?. FrancoAngeli.
Harrison, M. (2022). Using video games to level up collaboration for students: A fun, practical way to support social-emotional skills development. Routledge.
Heron, M. J., Belford, P. H., Reid, H., & Crabb, M. (2018). Meeple centred design: A heuristic toolkit for evaluating the accessibility of tabletop games. The Computer Games Journal, 7, 97–114. https://doi.org/10.1007/s40869-018-0057-8
Holik, I. K., Kersánszki, T., Sanda, I. D., & Márton, Z. (2024). Improving security and environmental awareness through game-based learning with Minecraft. International Journal of Engineering Pedagogy, 14(4). http://dx.doi.org/10.3991/ijep.v14i4.48127
Hughes, J., Morrison, L., Butler-Ulrich, T., & Robb, J. (2024). Minecrafters: An educational model for developing collaboration. In M. Cutajar, C. Borg, M. de Laat, N. Bonderup Dohn, & T. Ryberg (Eds.), Proceedings of the International Conference on Networked Learning (Vol. 14, Issue 1). Aalborg University Open Publishing. https://doi.org/10.54337/nlc.v14i1.8017
Johannes, N., Vuorre, M., & Przybylski, A. K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8(2). http://dx.doi.org/10.1098/rsos.202049
Kalyuga, S., & Plass, J. L. (2009). Evaluating and managing cognitive load in games. In E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 719–737). IGI Global. https://doi.org/10.4018/978-1-59904-808-6.ch041
Kriz, W. C. (2020). Gaming in the time of COVID-19. Simulation & Gaming, 51(4), 403–410. https://doi.org/10.1177/1046878120931602
Kraff, A. R. V., Castellanos, E. C. O., Alejandro, D., & Moroyoqui, D. (2023). The race to nuclear su-premacy: Classroom games as motivation for student learning. In T. Spil, G. Bruinsma, & L. Collou (Eds.), Proceedings of the 17th European Conference on Games Based Learning (ECGBL). Aca-demic Conferences and Publishing Limited. https://doi.org/10.34190/ecgbl.17.1.1548
Krumsvik, R. J. (2023). Screenagers, social media, screen time, and mental (ill) health. Nordic Journal of Digital Literacy, 18(2), 81–84. http://dx.doi.org/10.18261/njdl.18.2.1
Lauricella, A. R., Herdzina, J., & Robb, M. (2020). Early childhood educators’ teaching of digital citi-zenship competencies. Computers & Education, 158, Article 103989. https://doi.org/10.1016/j.compedu.2020.103989
Lasswell, H. (1927). Propaganda technique in the World War. Knopf.
Lippmann, W. (1922). Public opinion. Macmillan.
Mannheim, K. (1940). Man and society in an age of reconstruction. Routledge.
Mao, W., Cui, Y., Chiu, M. M., & Lei, H. (2022). Effects of game-based learning on students’ critical thinking: A meta-analysis. Journal of Educational Computing Research, 59(8), 1682–1708. https://doi.org/10.1177/07356331211007098
Martinez, L., Gimenes, M., & Lambert, E. (2022). Entertainment video games for academic learning: A systematic review. Journal of Educational Computing Research, 60(5), 1083–1109. https://doi.org/10.1177/07356331211053848
Martins, L., Gonzalez, S., Tymoshchuk, O., Costa, L., Antunes, M. J., & Zagalo, N. (2024). Beyond en-tertainment: Crisis-themed gaming and its educational potential. In DigiCom’24 conference pro-ceedings (in print).
Misra, R., Eyombo, L., & Phillips, F. T. (2022). Benefits and challenges of using educational games. In I. Management Association (Ed.), Research Anthology on Developments in Gamification and Game-Based Learning (pp. 1560–1570). IGI Global. https://doi.org/10.4018/978-1-6684-3710-0
Moro, Á., Ruiz-Narezo, M., & Fonseca, J. (2022). Use of social networks, video games and violent be-haviour in adolescence among secondary school students in the Basque Country. BMC Psycholo-gy, 10(1). https://doi.org/10.1186/s40359-022-00947-w
Passarelli, M., Masini, M., Piccinno, T. F., & Rizzi, A. (2024). Don’t flip the table yet: A framework for the analysis of visual and cognitive ergonomics in board games. Games and Culture. https://doi.org/10.1177/15554120241248487
Pasta, S. (2018). Razzismi 2.0. Analisi socio-educativa dell’odio online. Scholé.
Pasta, S. (2021). Postverità e datificazione: Nuove conoscenze e nuove consapevolezze dall’educazione civica digitale. Scholé. Rivista di educazione e studi culturali, 59(1), 51–63.
Potter, J., & McDougall, J. (2017). Digital media, culture and education: Theorising third space liter-acies. Palgrave Macmillan.
Rivoltella, P. C. (2017). Media education. Idea, metodo, ricerca. Scholé.
Santos, S., Gonçalves, H. M., & Teles, M. (2023). Social media engagement and real-time marketing: Using net-effects and set-theoretic approaches to understand audience and content-related ef-fects. Psychology & Marketing, 40, 497–515. https://doi.org/10.1002/mar.21756
Shen, Y., Habibah, A., & Rahimah, J. (2023). Using digital game-based learning to foster multimodal literacy in left-behind children of migrant workers: Possibilities and challenges. Migration Let-ters, 20(5), 469–486. https://doi.org/10.59670/ml.v20i5.3993
Sousa, C., Neves, P., & Luz, F. (2023). Barriers and hindrances to the effective use of games in educa-tion: Systematic literature review and intervention strategies. In T. Spil, G. Bruinsma, & L. Collou (Eds.), Proceedings of the 17th European Conference on Games Based Learning (ECGBL). Aca-demic Conferences and Publishing Limited. https://doi.org/10.34190/ecgbl.17.1.1472
Sulaiman, M. K. A., Yasin, R. M., Halim, L., Arsad, N. M., & Samsudin, M. A. (2024). Empowering the next generation: Using Minecraft Education to teach solar photovoltaic concepts in secondary school. International Journal of Information and Education Technology, 14(7). https://doi.org/10.18178/ijiet.2024.14.7.2125
Tchakhotine, S. (1939). Le viol des foules par la propagande politique. Gallimard.
Tuan, P. T., Phuong, N. T. H., & Nam, N. T. (2024). Engaging students in the learning process with game-based learning. International Journal of English Language Studies, 6(1), 54–60. https://doi.org/10.32996/ijels
The New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Ed-ucational Review, 66(1), 60–92. https://doi.org/10.17763/haer.66.1.17370n67v22j160u
Van der Linden, S. (2023). Foolproof: Why we fall for misinformation and how to build immunity. HarperCollins.
Weitze, C. L. (2019). Learning also needs to be a little fun: What academic learning goals can students achieve by developing games? Italian Journal of Educational Technology, 27(2), 139–157. https://doi.org/10.17471/2499-4324/1068