This paper presents findings from an analysis of 17 tabletop games focused on media literacy and insights from 10 interviews with educators, journalists, and crisis management professionals with expertise in game design. The study addresses key questions regarding how games can effectively foster media literacy among young people, particularly in times of crisis, and identifies established best practices. The research is part of the xxx project x. The project aims to explore how games can enhance media literacy among youth, responding to an urgent need in our information-saturated society. By examining the potential of games as educational tools, this work highlights their effectiveness in promoting media literacy and combating misinformation. The xx initiative is structured in phases, and this paper focuses on the first phase, which involves mapping tabletop games related to media literacy and conducting interviews in Spain. Through this analysis, the paper contributes to a deeper understanding of the characteristics and mechanics of media literacy games, as well as the perspectives of educators on how such games can be utilized to equip young people with critical skills necessary for navigating the complexities of media consumption in contemporary society. The findings aim to inform the development of innovative game designs that foster critical thinking and responsible media engagement among the younger generation.

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Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills

  • Ruth S. Contreras-Espinosa,
  • Jose Luis Eguia-Gomez

摘要

This paper presents findings from an analysis of 17 tabletop games focused on media literacy and insights from 10 interviews with educators, journalists, and crisis management professionals with expertise in game design. The study addresses key questions regarding how games can effectively foster media literacy among young people, particularly in times of crisis, and identifies established best practices. The research is part of the xxx project x. The project aims to explore how games can enhance media literacy among youth, responding to an urgent need in our information-saturated society. By examining the potential of games as educational tools, this work highlights their effectiveness in promoting media literacy and combating misinformation. The xx initiative is structured in phases, and this paper focuses on the first phase, which involves mapping tabletop games related to media literacy and conducting interviews in Spain. Through this analysis, the paper contributes to a deeper understanding of the characteristics and mechanics of media literacy games, as well as the perspectives of educators on how such games can be utilized to equip young people with critical skills necessary for navigating the complexities of media consumption in contemporary society. The findings aim to inform the development of innovative game designs that foster critical thinking and responsible media engagement among the younger generation.