Self-Assessment and Reflection Game for Training in Competences Against Disinformation

Competence training requires the development of tools to assess both the initial and final levels of acquisition. These tools enable trainees to reflect on their self-perceived training needs and performance evolution. In the framework of a European project, an online educational video game has been developed featuring nine real case scenarios on disinformation actions. It aims to help teachers develop critical skills to understand the implications of and combat disinformation. The video game was developed based on a framework of digital and social competences, created through a process of grounded research. This paper presents a description of the video game and the results of its validation with a group of 133 teachers, both active and in training. The results confirm that the video game received positive evaluations for helping acquire different competences compared to traditional methods. In addition, participants' comparative self-assessments showed an increase in perceived knowledge across all subjects, with high scores. It concludes with the necessity and effectiveness of developing applied and practical tools that enable educators to foster competences for teaching their students.

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Published
2024-11-06
DOI
https://doi.org/10.1109/ithet61869.2024.10837656
Primary Topic
Education and Critical Thinking Development
Type
article
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article

Self-Assessment and Reflection Game for Training in Competences Against Disinformation

María José Hernández Serrano, Marta Martín del Pozo, Noelia Morales Romo
Education and Critical Thinking Development
article

Self-Assessment and Reflection Game for Training in Competences Against Disinformation

María José Hernández Serrano, Marta Martín del Pozo, Noelia Morales Romo
article en

Abstract

Competence training requires the development of tools to assess both the initial and final levels of acquisition. These tools enable trainees to reflect on their self-perceived training needs and performance evolution. In the framework of a European project, an online educational video game has been developed featuring nine real case scenarios on disinformation actions. It aims to help teachers develop critical skills to understand the implications of and combat disinformation. The video game was developed based on a framework of digital and social competences, created through a process of grounded research. This paper presents a description of the video game and the results of its validation with a group of 133 teachers, both active and in training. The results confirm that the video game received positive evaluations for helping acquire different competences compared to traditional methods. In addition, participants' comparative self-assessments showed an increase in perceived knowledge across all subjects, with high scores. It concludes with the necessity and effectiveness of developing applied and practical tools that enable educators to foster competences for teaching their students.

Universidad de Salamanca (ES)
Reduced inequalities
Openalex Percentile: Top 63%
Education and Critical Thinking Development
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Self-Assessment and Reflection Game for Training in Competences Against Disinformation — María José Hernández Serrano, Marta Martín del Pozo, et al. · (2024) | TGRS Research Map | TGRS