Gameful approaches to Media and Information Literacy (MIL)

key concepts and reference cases

Authors

DOI:

https://doi.org/10.22484/2177-5788.2024v50id5589

Keywords:

Media and Information Literacy, Gamification, Case Study

Abstract

This study explores the use of gamification as a teaching strategy to promote Media and Information Literacy (MIL) among secondary school students in Costa Rica. A gamified workshop was designed based on specific competencies from the UNESCO MIL curriculum. Through interactive dynamics on the Classcraft platform, key topics such as information search, online risk prevention, and content verification were addressed. Participants reported a significant increase in their understanding of the concept of MIL, as well as a high level of satisfaction with the experience. Intrinsic motivators of relatedness, autonomy, mastery, and purpose were identified as key factors for student engagement. Additionally, the game mechanics employed received positive feedback, highlighting the importance of aligning gamification dynamics with the interests and motivations of participants. This study provides references for future projects aimed at developing MIL processes through playful approaches, thereby fostering a more dynamic and effective education in today’s digital context.

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Published

2024-12-29

How to Cite

FONSECA HIDALGO, José Andrés. Gameful approaches to Media and Information Literacy (MIL): key concepts and reference cases. Revista de Estudos Universitários - REU, Sorocaba, SP, v. 50, p. e024014, 2024. DOI: 10.22484/2177-5788.2024v50id5589. Disponível em: https://periodicos.uniso.br/reu/article/view/5589. Acesso em: 13 mar. 2025.

Issue

Section

Dossiê - Educação Midiática