Gamification and User Experience in Fake News Detection on Tourism in Primary Education

The concept of gaming is universal and familiar to students worldwide. Gamification involves integrating game elements and mechanics into non-game environments, making it a valuable tool for enhancing user engagement and motivation in Human–Computer Interaction. This approach is particularly valuable for primary school education. Students are exposed to a great deal of information daily. This contains several inaccuracies and misinformation regarding the tourism sector. Our research is being conducted as part of the Computer Science course to help students aged 9 to 12 understand the concept of fake news in the context of tourism. Bilingual students brought valuable perspectives to the classroom, especially during discussions about cultural representation and media bias. Incorporating intercultural communication into learning activities helped these students enhance their language and critical thinking skills while navigating various cultural contexts. We used an application with gamification elements to engage the students and enhance their learning experience. We evaluated user experience and usability using quantitative methods through questionnaires. The results revealed that students found the application easy to use and had a positive experience with it. This study assessed the effectiveness of the educational intervention by comparing pre-test and post-test scores on a Likert scale on four key questions. The intervention was largely successful in enhancing student outcomes. These findings suggest that participants not only maintained stable information literacy behaviors over time but also showed improvements in critical evaluation and skepticism.

Authors

Institutions

Publication Details

Journal
Electronics
Published
2025-05-29
DOI
https://doi.org/10.3390/electronics14112200
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification and User Experience in Fake News Detection on Tourism in Primary Education

Νίκος Αντωνόπουλος, Androniki Koutsikou
Electronics
Educational Games and Gamification
article

Gamification and User Experience in Fake News Detection on Tourism in Primary Education

Νίκος Αντωνόπουλος, Androniki Koutsikou
article en

Abstract

The concept of gaming is universal and familiar to students worldwide. Gamification involves integrating game elements and mechanics into non-game environments, making it a valuable tool for enhancing user engagement and motivation in Human–Computer Interaction. This approach is particularly valuable for primary school education. Students are exposed to a great deal of information daily. This contains several inaccuracies and misinformation regarding the tourism sector. Our research is being conducted as part of the Computer Science course to help students aged 9 to 12 understand the concept of fake news in the context of tourism. Bilingual students brought valuable perspectives to the classroom, especially during discussions about cultural representation and media bias. Incorporating intercultural communication into learning activities helped these students enhance their language and critical thinking skills while navigating various cultural contexts. We used an application with gamification elements to engage the students and enhance their learning experience. We evaluated user experience and usability using quantitative methods through questionnaires. The results revealed that students found the application easy to use and had a positive experience with it. This study assessed the effectiveness of the educational intervention by comparing pre-test and post-test scores on a Likert scale on four key questions. The intervention was largely successful in enhancing student outcomes. These findings suggest that participants not only maintained stable information literacy behaviors over time but also showed improvements in critical evaluation and skepticism.

ElectronicsVol. 14(11)
Ionian University (GR)
Openalex Percentile: Top 88%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.