Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game

Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.

Publication Details

Journal
RePEc: Research Papers in Economics
Published
2025-03-01
DOI
https://doi.org/10.1177/21582440251327251
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game

RePEc: Research Papers in Economics
Educational Games and Gamification
article

Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game

article en

Abstract

Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.

RePEc: Research Papers in Economics
Quality Education
Openalex Percentile: Top 54%
Educational Games and Gamification
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