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Título
Self-assessment and reflection game for training in competences against disinformation
Autor(es)
Palabras clave
Self Assessment
Video games
Disinformation
Teacher competences
Information literacy
Clasificación UNESCO
58 Pedagogía
Fecha de publicación
2024
Editor
Institute of Electrical and Electronics Engineers Inc.
Citación
Hernandez-Serrano, Morales Romo, N., & Martín-del-Pozo, M. (2024). Self-assessment and reflection game for training in competences against disinformation. In 2024 21st International Conference on Information Technology Based Higher Education and Training (ITHET) (pp. 1-6). IEEE. https://doi.org/10.1109/ITHET61869.2024.10837656
Resumen
[EN]Competence training requires the development of tools to assess both the initial and final levels of acquisition. These tools enable trainees to reflect on their self-perceived training needs and performance evolution. In the framework of a European project, an online educational video game has been developed featuring nine real case scenarios on disinformation actions. It aims to help teachers develop critical skills to understand the implications of and combat disinformation. The video game was developed based on a framework of digital and social competences, created through a process of grounded research. This paper presents a description of the video game and the results of its validation with a group of 133 teachers, both active and in training. The results confirm that the video game received positive evaluations for helping acquire different competences compared to traditional methods. In addition, participants’ comparative self-assessments showed an increase in perceived knowledge across all subjects, with high scores. It concludes with the necessity and effectiveness of developing applied and practical tools that enable educators to foster competences for teaching their students.
URI
ISBN
979-8-3315-1663-5
DOI
10.1109/ITHET61869.2024.10837656
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