Student Game Creation for Media and Information Literacy
Conceição Costa1, Kathleen Tyner2, Sara Henriques1, Carla Sousa1
1Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal 2University of Texas-Austin, Austin, USA
Information Literacy Conceio Costa 1 , Kathleen Tyner 2 , Sara - - PowerPoint PPT Presentation
Student Game Creation for Media and Information Literacy Conceio Costa 1 , Kathleen Tyner 2 , Sara Henriques 1 , Carla Sousa 1 1 Universidade Lusfona de Humanidades e Tecnologias, Lisbon, Portugal 2 University of Texas-Austin, Austin, USA
Conceição Costa1, Kathleen Tyner2, Sara Henriques1, Carla Sousa1
1Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal 2University of Texas-Austin, Austin, USA
(Livingstone, Bulger, Zaborowski, 2013)
Digital Security Digital Identity
Empowerment
(UTAP-ICDT/IVC-ESCT/0020/2014)
(MIL) for tweens via the creation and development of games in formal educational contexts;
information literay (MIL);
literacy, multimodal literacy, and computer literacy/ICT literacy.
Main goal:
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
Four schools: ages 9-14, grades 5-7
considered ‘economically disadvantaged’.
22 sessions/ 33h 26 sessions/ 20h 29 sessions/ 22 h 12 sessions/ 21h
Age Gender Male Female Total Sample (N = 58) M = 10,68 SD = 1,384 41 19 School 1 (N = 20) M = 9,70 SD = 0,470 10 10 School 2 (N = 6) M = 10,00 SD = 0,000 6 School 3 (N = 19) M = 10,26 SD = 0,653 12 7 School 4 (N = 15) M = 12,80 SD = 0,775 13 2
–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)
(Livingstone et al., 2013)
Sousa, Rogado & Henriques, 2017)
Questionnaire Skills Operational Skills Organizational Skills Editorial Skills Digital Identity Management Knowledge Critical Media Literacy Learning Social Interaction
Begining Online 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
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
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
Future work
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
http://play2learn.ulusofona.pt/