TY - GEN
T1 - Digital game creation for media and information literacy development in children
AU - Costa, Conceição
AU - Tyner, Kathleen
AU - Sousa, Carla
AU - VAQUINHAS, SARA HENRIQUES FONSECA AZEVEDO
PY - 2017
Y1 - 2017
N2 - Developments during the last three decades within the fields of both media and education studies have encountered controversy, yet "point toward a common ground of shared interests around people, practices, and processes in using digital media in different contexts and for different purposes" (Drotner and Erstad, 2014, p. 10). This proposal presents and discusses the preliminary findings of GamiLearning (2015-2018), an ongoing research project that aims to promote critical and participative dimensions of media and information literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that games not only promote learning across the curriculum, but that games also can promote media and information literacy (MIL) through the process of creation and development of videogames, in particular operational, editorial, and organizational, socio cultural skills, as well as digital identity management skills. Children aged 9 to 14 years old from Portugal and Austin, TX (USA), participated in the study that included an intervention at schools where game design and development was taught, and students created their own games on issues related to online security and digital identities from a constructivist perspective. Fieldwork was conducted in four schools and pre and post-test were administered. Preliminary results from two schools indicate an increase in operational, editorial, organizational and digital identity management skills and knowledge, promoting a discussion on the potential of digital game creation as a reflexive tool to enhance MIL, as well as critical thinking and participative skills.
AB - Developments during the last three decades within the fields of both media and education studies have encountered controversy, yet "point toward a common ground of shared interests around people, practices, and processes in using digital media in different contexts and for different purposes" (Drotner and Erstad, 2014, p. 10). This proposal presents and discusses the preliminary findings of GamiLearning (2015-2018), an ongoing research project that aims to promote critical and participative dimensions of media and information literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that games not only promote learning across the curriculum, but that games also can promote media and information literacy (MIL) through the process of creation and development of videogames, in particular operational, editorial, and organizational, socio cultural skills, as well as digital identity management skills. Children aged 9 to 14 years old from Portugal and Austin, TX (USA), participated in the study that included an intervention at schools where game design and development was taught, and students created their own games on issues related to online security and digital identities from a constructivist perspective. Fieldwork was conducted in four schools and pre and post-test were administered. Preliminary results from two schools indicate an increase in operational, editorial, organizational and digital identity management skills and knowledge, promoting a discussion on the potential of digital game creation as a reflexive tool to enhance MIL, as well as critical thinking and participative skills.
KW - Children
KW - Constructivist approach
KW - Digital game creation
KW - Media and information literacy
UR - http://www.scopus.com/inward/record.url?scp=85036463026&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85036463026
T3 - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
SP - 112
EP - 121
BT - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
A2 - Pivec, Maja
A2 - Grundler, Josef
PB - Academic Conferences and Publishing International
T2 - 11th European Conference on Games Based Learning, ECGBL 2017
Y2 - 5 October 2017 through 6 October 2017
ER -