Game creation in youth media and information literacy education

Conceição Costa, Kathleen Tyner, Carla Sousa, SARA HENRIQUES FONSECA AZEVEDO VAQUINHAS

Research output: Contribution to journalArticlepeer-review

28 Citations (Scopus)

Abstract

This article presents the preliminary findings of GamiLearning (2015-2018), a 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 MIL can be promoted through the process of creation and development of videogames. Students ages 9 to 14 years old from Portugal and Austin, Texas (USA) participated in the study. which included an intervention at school, was based on a constructivist/project-based approach. Fieldwork was conducted at four schools and a MIL questionnaire was used, based in a theoretical framework, and were administered before and after the project’s intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.

Original languageEnglish
Pages (from-to)1-13
Number of pages13
JournalInternational Journal of Game-Based Learning
Volume8
Issue number2
DOIs
Publication statusPublished - 1 Apr 2018

Bibliographical note

Publisher Copyright:
Copyright © 2018, IGI Global.

Keywords

  • Children
  • Digital game creation
  • Information literacy
  • Media
  • Media education
  • Project-based learning

Fingerprint

Dive into the research topics of 'Game creation in youth media and information literacy education'. Together they form a unique fingerprint.

Cite this