TY - JOUR
T1 - Game creation in youth media and information literacy education
AU - Costa, Conceição
AU - Tyner, Kathleen
AU - Sousa, Carla
AU - VAQUINHAS, SARA HENRIQUES FONSECA AZEVEDO
N1 - Publisher Copyright:
Copyright © 2018, IGI Global.
PY - 2018/4/1
Y1 - 2018/4/1
N2 - 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.
AB - 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.
KW - Children
KW - Digital game creation
KW - Information literacy
KW - Media
KW - Media education
KW - Project-based learning
UR - http://www.scopus.com/inward/record.url?scp=85044026898&partnerID=8YFLogxK
U2 - 10.4018/IJGBL.2018040101
DO - 10.4018/IJGBL.2018040101
M3 - Article
AN - SCOPUS:85044026898
SN - 2155-6849
VL - 8
SP - 1
EP - 13
JO - International Journal of Game-Based Learning
JF - International Journal of Game-Based Learning
IS - 2
ER -