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dc.contributor.authorFeltrero, Roberto
dc.contributor.authorHernando, Saeta
dc.contributor.authorIonescu, Adina
dc.date.accessioned2026-04-15T07:31:38Z
dc.date.available2026-04-15T07:31:38Z
dc.date.issued2023-07
dc.identifier.citationFeltrero, R., Hernando, S., & Ionescu, A. (2023). E-Learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformation. American Journal of Distance Education, 37(4), 276–293. https://doi.org/10.1080/08923647.2023.2231814es_ES
dc.identifier.issn0892-3647
dc.identifier.urihttp://hdl.handle.net/10366/170986
dc.description.abstract[EN]Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. YouVerify! European project has developed a serious game called BotBusters to help young people cultivate the know-how to identify manipulated visual news. The game has been used as a distance learning tool in three different languages, French, Spanish and English, and has been applied to a large and open audience. Contributing to the literature body in the emerging field of online visual disinformation, this article aims to provide an analysis of the players’ behavior and to assess to what extent the game has been able to attract their attention and achieve the objectives of therefore mentioned distance training tool. A quantitative methodology based on in-game post-play data will be used to study game engagement rate evolution. A detailed study of the inoculative strategies of the game determined which ones were more useful to avoid the drop-out of the tool. The findings of this analysis determine that this gamified intervention keeps high the level of users’ engagement with the educational content and facilitate the inoculation of critical thinking to verify news and to avoid visual disinformation. Those findings will provide a better understanding of how young users reflect on media literacy and which is the best methodology to use on distance learning tools to motivate them to move from a simple opinion to constant and thorough verification.en_EN
dc.format.mimetypeapplication/pdf
dc.language.isoenges_ES
dc.publisherTaylor & Francises_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacionales_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/es_ES
dc.subjectOnline visual disinformationen_EN
dc.subjectSerious gamesen_EN
dc.subjectMedia literacyen_EN
dc.subjectE-learningen_EN
dc.subjectPlayer behavioren_EN
dc.subject.meshEducation *
dc.titleE-Learning strategies for media literacy: engagement of interactive digital serious games for understanding visual online disinformationen_EN
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publishversionhttps://doi.org/10.1080/08923647.2023.2231814es_ES
dc.subject.unesco58 Pedagogíaes_ES
dc.identifier.doi10.1080/08923647.2023.2231814
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.essn1538-9286
dc.journal.titleAmerican Journal of Distance Educationes_ES
dc.volume.number37es_ES
dc.issue.number4es_ES
dc.page.initial276es_ES
dc.page.final293es_ES
dc.type.hasVersioninfo:eu-repo/semantics/submittedVersiones_ES
dc.subject.decseducación *


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