Exploring the Impact of Game-Based Learning on Young People’s News Literacy and Digital Citizenship

Carla Sousa, Ana Oliveira, Cátia Casimiro, João Léste, Havva Yaman

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

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.

Translated title of the contributionExplorando o Impacto da Aprendizagem Baseada em Jogos na Literacia de Notícias e na Cidadania Digital das Pessoas Jovens
Original languageEnglish
Article number14199
JournalMedia e Jornalismo
Volume24
Issue number45
DOIs
Publication statusPublished - 2024

Bibliographical note

Publisher Copyright:
© 2024 Instituto de Comunicacao da NOVA. All rights reserved.

Keywords

  • digital citizenship
  • games-based learning
  • news literacy
  • systematic literature review
  • youth

Fingerprint

Dive into the research topics of 'Exploring the Impact of Game-Based Learning on Young People’s News Literacy and Digital Citizenship'. Together they form a unique fingerprint.

Cite this