TY - JOUR
T1 - Developing critical thinking skills through gamification
AU - Angelelli, Claudia V.
AU - Muller de Campos Ribeiro, Geisa
AU - Roris Severino, Maico
AU - Johnstone, Eilidh
AU - Borzenkova, Gana
AU - Costa Oliveira da Silva, Dayane
PY - 2023/9
Y1 - 2023/9
N2 - Misinformation as well as the proliferation of fake news has been a problem during COVID-19 pandemic. This has affected many vulnerable communities in Brazil. The ability to understand and sort out pieces of reliable information and fake news has become a fundamental cognitive skill. In this study we report on the development of a serious game (a card-based role-playing game) using Brazilian folk heroes aimed to develop critical thinking skills to empower vulnerable communities affected by misinformation and fake news. Four groups located in the city of Goiânia (Brazil) participated in this research: one group of people experiencing homelessness; two groups of favela residents (one urban and one in the suburbs) and one group of recyclable material collectors from a cooperative. We gained entry and built trust with each of these groups and worked together for 10 months during the pandemic. We conducted participatory observations, individual interviews with each participant and discussed their daily interaction with information, specifically in the context of the covid-19 pandemic. The analyses of the observations and interview data gave us a glimpse of the communicative needs of the groups. Inserting players into a narrative where they can make decisions based on critical thinking and their own reflections on the pandemic was important for building knowledge and developing critical thinking in these communities. The nature of the game (interactive and cooperative) allowed participants to focus on problem-solving skills and group work. It encouraged them to use real-life knowledge and skills to solve the fictional problems presented by the narrative.
AB - Misinformation as well as the proliferation of fake news has been a problem during COVID-19 pandemic. This has affected many vulnerable communities in Brazil. The ability to understand and sort out pieces of reliable information and fake news has become a fundamental cognitive skill. In this study we report on the development of a serious game (a card-based role-playing game) using Brazilian folk heroes aimed to develop critical thinking skills to empower vulnerable communities affected by misinformation and fake news. Four groups located in the city of Goiânia (Brazil) participated in this research: one group of people experiencing homelessness; two groups of favela residents (one urban and one in the suburbs) and one group of recyclable material collectors from a cooperative. We gained entry and built trust with each of these groups and worked together for 10 months during the pandemic. We conducted participatory observations, individual interviews with each participant and discussed their daily interaction with information, specifically in the context of the covid-19 pandemic. The analyses of the observations and interview data gave us a glimpse of the communicative needs of the groups. Inserting players into a narrative where they can make decisions based on critical thinking and their own reflections on the pandemic was important for building knowledge and developing critical thinking in these communities. The nature of the game (interactive and cooperative) allowed participants to focus on problem-solving skills and group work. It encouraged them to use real-life knowledge and skills to solve the fictional problems presented by the narrative.
KW - Diverse literacy levels
KW - Empirically driven materials
KW - Folk culture
KW - Serious games
KW - Vulnerable communities
UR - http://www.scopus.com/inward/record.url?scp=85163465854&partnerID=8YFLogxK
U2 - 10.1016/j.tsc.2023.101354
DO - 10.1016/j.tsc.2023.101354
M3 - Article
C2 - 37360225
SN - 1871-1871
VL - 49
JO - Thinking Skills and Creativity
JF - Thinking Skills and Creativity
M1 - 101354
ER -