TY - GEN
T1 - Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan
AU - Maekawa, Marcos Sadao
AU - Hundzinski, Leandro Navarro
AU - Chandrahera, Sena
AU - Tajima, Shota
AU - Nakai, Shoko
AU - Miyazaki, Yoko
AU - Okawa, Keiko
N1 - Publisher Copyright:
Copyright © 2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
PY - 2021
Y1 - 2021
N2 - This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game design domains.
AB - This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game design domains.
KW - Fake News
KW - Media Literacy
KW - Serious Games
KW - Social Media
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M3 - Conference contribution
AN - SCOPUS:85137955390
T3 - International Conference on Computer Supported Education, CSEDU - Proceedings
SP - 392
EP - 399
BT - CSEDU 2021 - Proceedings of the 13th International Conference on Computer Supported Education
A2 - Csapo, Beno
A2 - Uhomoibhi, James
PB - Science and Technology Publications, Lda
T2 - 13th International Conference on Computer Supported Education, CSEDU 2021
Y2 - 23 April 2021 through 25 April 2021
ER -