Serious games and media literacy: developing critical thinking in the digital information society
Parole chiave:
Serious games, fake news, critical thinkingAbstract
The evolution of the digital landscape, from the rise of Web 2.0 to the Internet of
Things (IoT), has led to an unprecedented production and accessibility of information,
radically transforming the educational and social context. However, this abundance has
introduced a pressing challenge: the ability to discern truthful and relevant information from
fake news. This educational emergency calls for innovative approaches to foster users’
critical thinking. In this context, serious games emerge as promising tools, capable of
leveraging intrinsic motivation derived from play to support learning and the acquisition of
crucial skills. This article aims to examine the effectiveness of serious games in helping users
recognize fake news and develop a critical perspective on media content. To this end, it
analyzes the experiences of three serious games — MathE, Bad News, and JEDi —
highlighting how their gameplay dynamics contribute to raising awareness about the
mechanisms of false information dissemination and strategies for autonomous
identification. The findings from the reviewed studies reveal both the potential and the
limitations of these tools. Ultimately, this study may serve as a foundation for future
analyses regarding the use of serious games as instruments to support the development of
critical thinking and media literacy.
Riferimenti bibliografici
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Roozenbeek, J., & van der Linden, S. (2024). Bad News in the civics classroom: How serious gameplay fosters teenagers’ ability to discern misinformation techniques. Journal of Research on Technology in Education.
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Copyright (c) 2025 Antonino Tarantino, Francesco Antonio Santangelo, Giusi Antonia Toto

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