Development of a Digital Game-Based Learning for Media and Information Literacy

Media and Information Literacy (MIL) is a crucial skill in today's digital age, empowering individuals to be both reresponsible producers and consumers of information. While MIL is a core competency, many schools struggle to effectively teach it, particularly in the Philippines, where it is a relatively new subject in the K-12 curriculum. Teachers often lack adequate training and resources to deliver engaging and effective MIL lessons. To address this gap, this study aims to design and develop a webbased Digital Game-Based Learning (DGBL) platform to promote student awareness of misinformation and disinformation. By incorporating Digital Game-Based Learning principles such as motivation, narrative context, goals, and rules, along with gamification elements like avatars, micro-interactions, rewards, achievements, and leaderboards, the platform seeks to provide a platform that is an interactive and engaging learning environment. Overall, this study offers valuable insights into how Digital GameBased Learning could enhance the learning experience of MIL among Senior High School students exploring a different approach to empowering students in navigating the ever-evolving information landscape.

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Publication Details

Published
2025-04-18
DOI
https://doi.org/10.1109/iciet66371.2025.11046289
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
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article

Development of a Digital Game-Based Learning for Media and Information Literacy

Luz M. Reyes, Khristian G. Kikuchi, Jonas Louis Maligaya
Education and Learning Interventions
article

Development of a Digital Game-Based Learning for Media and Information Literacy

Luz M. Reyes, Khristian G. Kikuchi, Jonas Louis Maligaya
article en

Abstract

Media and Information Literacy (MIL) is a crucial skill in today's digital age, empowering individuals to be both reresponsible producers and consumers of information. While MIL is a core competency, many schools struggle to effectively teach it, particularly in the Philippines, where it is a relatively new subject in the K-12 curriculum. Teachers often lack adequate training and resources to deliver engaging and effective MIL lessons. To address this gap, this study aims to design and develop a webbased Digital Game-Based Learning (DGBL) platform to promote student awareness of misinformation and disinformation. By incorporating Digital Game-Based Learning principles such as motivation, narrative context, goals, and rules, along with gamification elements like avatars, micro-interactions, rewards, achievements, and leaderboards, the platform seeks to provide a platform that is an interactive and engaging learning environment. Overall, this study offers valuable insights into how Digital GameBased Learning could enhance the learning experience of MIL among Senior High School students exploring a different approach to empowering students in navigating the ever-evolving information landscape.

Malayan Colleges Laguna (PH)
Quality Education
Openalex Percentile: Top 78%
Education and Learning Interventions
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