Enhancing Misinformation Identification And Correction With The Contextual Cognitive Reinforcement Algorithm (CCRA)

As misinformation becomes more widespread due to the increased usage of technology, this work proposes a new game-based learning framework with the CCRA to increase students’ resistance to fake news. In contrast to the adaptation’s approaches, CCRA uses contextualize analysis, reinforcement learning, and behavioural knowledge to operate over realistic misinformation scenarios. The algorithm adapts game features according to how a player processes information and responds; contains contextual cues correlated with players’ actions in the game. The impact of CCRA is analysed in the quasi-experimental research conducted with 240 8th and 9th-grade students. Users are split into three groups, Control group playing non-adaptive misinformation game, a second group playing basic adaptive game and a third group playing adaptive game powered by CCRA. It puts importance to feedback loop, dynamic scenario adaptation and real time correction plans. The learning outcomes are evaluated with the use of pre- and post-football game tests that look for increases in discernment accuracy, usage of cognitive strategies and behavioural changes. Experimental results show that playing the game with CCRA yields a substantially better result in comparison to other models, reaching the rate of 94% in the ability to recognize misinformation against 78% of the non-adaptive games and 86% of the basic adaptive games. As such, these results shed light on the capability of contextual reinforcement and behavioural feedback in the MIS information game. This study offers a rich idea for educators to help students to develop critical thinking and understand the primary and complex uses of technology through an approach that focuses on the real-world context of learning.

Authors

Publication Details

Journal
International Journal of Environmental Sciences
Published
2025-06-22
DOI
https://doi.org/10.64252/jy5q7097
Primary Topic
Misinformation and Its Impacts
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Enhancing Misinformation Identification And Correction With The Contextual Cognitive Reinforcement Algorithm (CCRA)

Kugalur Shanmugam Ranjith, Rupali Kamathe, S. S. S. N. Usha Devi N., V. Sreetharan et al.
International Journal of Environmental Sciences
Misinformation and Its Impacts
article

Enhancing Misinformation Identification And Correction With The Contextual Cognitive Reinforcement Algorithm (CCRA)

Kugalur Shanmugam Ranjith, Rupali Kamathe, S. S. S. N. Usha Devi N., V. Sreetharan, Priyanka Singh, Dr A Devendran
article en

Abstract

As misinformation becomes more widespread due to the increased usage of technology, this work proposes a new game-based learning framework with the CCRA to increase students’ resistance to fake news. In contrast to the adaptation’s approaches, CCRA uses contextualize analysis, reinforcement learning, and behavioural knowledge to operate over realistic misinformation scenarios. The algorithm adapts game features according to how a player processes information and responds; contains contextual cues correlated with players’ actions in the game. The impact of CCRA is analysed in the quasi-experimental research conducted with 240 8th and 9th-grade students. Users are split into three groups, Control group playing non-adaptive misinformation game, a second group playing basic adaptive game and a third group playing adaptive game powered by CCRA. It puts importance to feedback loop, dynamic scenario adaptation and real time correction plans. The learning outcomes are evaluated with the use of pre- and post-football game tests that look for increases in discernment accuracy, usage of cognitive strategies and behavioural changes. Experimental results show that playing the game with CCRA yields a substantially better result in comparison to other models, reaching the rate of 94% in the ability to recognize misinformation against 78% of the non-adaptive games and 86% of the basic adaptive games. As such, these results shed light on the capability of contextual reinforcement and behavioural feedback in the MIS information game. This study offers a rich idea for educators to help students to develop critical thinking and understand the primary and complex uses of technology through an approach that focuses on the real-world context of learning.

International Journal of Environmental Sciences
Openalex Percentile: Top 77%
Misinformation and Its Impacts
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.