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Student Game Creation for Media and Information Literacy Conceição Costa 1 , Kathleen Tyner 2 , Sara Henriques 1 , Carla Sousa 1 1 Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal 2 University of Texas-Austin, Austin, USA

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Page 1: Student Game Creation for Media and Information Literacygamilearning.ulusofona.pt/wp-content/uploads/game-learning-and-m… · Research Design Four schools: ages 9-14, grades 5-7-School

Student Game Creation for Media and

Information Literacy

Conceição Costa1, Kathleen Tyner2, Sara Henriques1, Carla Sousa1

1Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal2University of Texas-Austin, Austin, USA

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“Promoting MIL for child and adult population is of

growing importance in a context of digital media

convergence and highly complex media and

information ecology”(Livingstone, Bulger, Zaborowski, 2013)

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Videogame creation as…

Reflexive tool to promote Media and Information

Literacy

Digital Security Digital Identity

Form of Expression

Empowerment

Gamilearning Project(UTAP-ICDT/IVC-ESCT/0020/2014)

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Project

-Aims to develop critical and participative dimensions of media and information literacy

(MIL) for tweens via the creation and development of games in formal educational contexts;

-Process of game creation as a reflexive process that promote the acquisition of media and

information literay (MIL);

-Addresses multiple literacies - media and information literacy, information literacy, visual

literacy, multimodal literacy, and computer literacy/ICT literacy.

Main goal:-Explores the potential of of game creation activities for children in grades 5 to 7 to foster

MIL skills and knowledge.

Study Goal: To explore the effectiveness of a digital

game creation project-based approach for the

development of MIL skills, in a formal schooling context

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Research Design

Four schools: ages 9-14, grades 5-7-School 1 (CV) Lisbon: Innovation, arts education, emphasis on sports activities and digital literacies;

-School 2 (RC) Lisbon: Promotion of excellence, humanized pedagogy, aware and concerned citizens

-School 3 (PN) Lisbon: public school, educational territory of priority, area in need of urgent, cultural diversity.

-School 4 (COV) Austin: public middle school, cultural diversity, high number of hispanic and white students, 65% of students are

considered ‘economically disadvantaged’.

22 sessions/ 33h

26 sessions/ 20h

29 sessions/ 22 h

12 sessions/ 21h

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Sample Characterization

Age Gender

Male Female

Total Sample(N = 58)

M = 10,68SD = 1,384

41 19

School 1(N = 20)

M = 9,70SD = 0,470

10 10

School 2(N = 6)

M = 10,00SD = 0,000

6 0

School 3(N = 19)

M = 10,26SD = 0,653

12 7

School 4(N = 15)

M = 12,80SD = 0,775

13 2

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MIL Conceptual Model

• Core MIL Skills

–Operational skills (including coding and computing)

– Editorial skills (including multimedia writing-reading-producing and

mixing)

– Organisational skills (including navigating, sorting, filtering, evaluating)

(Frau-Meigs, 2014)

• Sociocultural componente of MIL skills

(Livingstone et al., 2013)

• Digital identity management components (Costa,

Sousa, Rogado & Henriques, 2017)

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MIL Measurement

Questionnaire

Skills

OperationalSkills

OrganizationalSkills

Editorial Skills

Digital IdentityManagement

Knowledge

Critical Media Literacy

Learning

Social Interaction

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BeginingOnline security, Privacy,

Internet, data protection,

Hackers/Crackers,

Cyberbullying,

Digital identities

Digital footprint

Avatars

Online presence

Coding, programming,

Encryption, ceaser cypher,

games

Scratch - Animation and games coding

Sapo Campus - Online Social Network

Games remix

Final game creation

Pedagogical approach and curricula

Curriculum Content Duration in Portuguese Schools

Duration in School 4

Managing Online Identities (e-presence) 4h30m 5h00m

Online Security 3h00m 6h00m

Internet 4h30m 0h00m

Online Collaborative Platforms (SAPO Campus or Google First)

4h30m 1h00m

Scratch 7h00m 4h00m

Game Design and Mechanics Review and Critique

3h30m 2h00m

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Algorithmic thinking – Robot programming

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Online identity - avatars

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Hackers/ Crackers

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Animation – create a story and animate it

From paper to digital

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Games remix

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Results

Pre M Pre SD Post

M

Post

SD

p

Part I MIL Total (all items considered) 3,08 0,789 3,38 0,739 .004

Operational Skills 2,38 0,831 2,76 0,854 .017

Organizational Skills 3,29 0,942 3,52 0,861 .157

Editorial Skills 2,94 0,857 3,19 0,984 .052

Digital Identity Management Skills 3,36 1,036 3,70 0,873 .007

Part II Critical Media Literacy 3,51 1,067 3,79 0,87 .049

Learning 3,00 1,051 3,35 0,917 .012

Social Interaction 3,26 1,066 3,58 0,969 .015

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Conclusion & Future Work

Results indicate promising links between digital

game creation and MIL development.

Future work

- Preliminary results from MIL questionnaire need to be integrated with

the analysis of the qualitative data gathered from classes’ observation

and content analysis of the final products created by children.

Join us in Lisbon in 19 of April 2018 for

Play2Learn Conference:http://play2learn.ulusofona.pt/

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[email protected]

http://gamilearning.ulusofona.pt