This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of creation and development of videogames. Students ages 9 to 14 years old from Portugal and Austin, Texas (USA) participated in the study. which included an intervention at school, was based on a constructivist/project-based approach. Fieldwork was conducted at four schools and a MIL questionnaire was used, based in a theoretical framework, and were administered before and after the project's intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.
The potential of videogames in learning has been increasingly studied, documented and sustained. The present study aims to summarize quantitative results from digital Game-Based Learning (GBL) strategies, through a Systematic Review of Literature with Meta-analysis study, framing conclusions about the effectiveness of the use of videogames as a learning strategy in several contexts. Through a systematic search in scientific databases and researchers' social networks (Ebsco, ACM, PubMed and ResearchGate), 68 papers were obtained. A screening process, based on inclusion criteria, such as the use of Randomized Controlled Trials (RCTs), digital GBL strategies and measures to evaluate concrete learning gains, resulted in a final sample of 14 experimental studies. Data was gathered and analyzed using two different matrices, and softwares (SPSS and CMA). Considering a joint sample of 1685 subjects, it is possible to mention that digital GBL strategies have shown larger effect-sizes than traditional approaches, namely expository, allowing larger and more effective learning outcomes. This study arises in the context of GamiLearning project, an action-research project, aiming to develop critical and participatory dimensions of media literacy in young people, from 9 to 12 years, through collaborative learning experiences with digital games.
Within the scope of GamiLearning (2015GamiLearning ( -2018, an action-research project with the aim of promoting the critical and participative dimensions of Media and Information Literacy (MIL) through collaborative experiences involving digital games, a workshop was conducted with Basic Education teachers in Portugal. The main goal of the workshop was to develop MIL skills, through the collaborative creation of digital games. To document this practice, a questionnaire was designed for teachers' self-evaluation of their levels of MIL, their motivation to integrate the training activity, their attitudes towards videogames and their position on media education in the formal teaching context. A group of 21 Basic Education teachers attended the face-to-face training, supported by an online collaborative platform -SAPO Campus. The quantitative results showed statistically significant increases (p < .05) in the self-perception of the teachers' media literacy skills, especially in media creation and digital identity management. The qualitative results frame a reflection on the relevance of creating digital media in students' motivation and in the promotion of media literacy competences. The barriers to the adoption of pedagogical practices which include media creation were also object of teachers' reflection.
No sentido de promover a inclusão educativa nas atividades do projeto Erasmus + Automata for STEM nr 2018-1-PT01-KA201-047499, desenvolveu-se a adaptação para crianças cegas ou com baixa visão do guião pedagógico de um dos autómatos do projeto, visando, por um lado, promover a representação mental do protótipo e das partes que o constituem e, por outro, a construção do mesmo pelas crianças. Trata-se de um pássaro, feito com papel e cartão, cujo movimento provocado, através do movimento deslizar, é o bater das asas. Tendo em consideração a importância que a informação auditiva e o experienciar táctil assumem na cegueira e baixa visão, ao longo do processo de adaptação do guião foram desenvolvidos recursos adicionais, tais como folhas em relevo para uma exploração táctil das formas geométricas do brinquedo e ainda diversas descrições e instruções que o/a professor/a ou educador/a pode seguir para fomentar por exemplo a representação mental de conceitosgeométricos pelas crianças.
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