Contacto

Ver ítem 
  •   udiMundus Principal
  • Investigación
  • Participaciones en congresos
  • Ver ítem
  •   udiMundus Principal
  • Investigación
  • Participaciones en congresos
  • Ver ítem
  • Mi cuenta
JavaScript is disabled for your browser. Some features of this site may not work without it.

Listar

Todo udiMundusComunidades y ColeccionesAutoresTítulosMateriasTipos documentalesEsta colecciónAutoresTítulosMateriasTipos documentales

Mi cuenta

Acceder

Estadísticas

Estadísticas de uso

Sobre el repositorio

¿Qué es udiMundus?¿Qué puedo depositar?Guía de autoarchivoAcceso abierto​Preguntas Frecuentes

Students’ evaluation of a serious game to foster the ability to detect fake news

Ver/Abrir:
Información básica ... (207.8Kb)
Identificadores:
URI: http://hdl.handle.net/20.500.12226/3431
ISBN: 979-8-3315-9792-4
DOI: http://dx.doi.org/10.1109/ICETC66579.2025.11387079
Exportar referencia:
Refworks
Compartir:
Estadísticas:
Ver estadísticas
Metadatos
Mostrar el registro completo del ítem
Autor(es):
Alcaraz, Silvia; Asenjo, Elena; Villalón, Ruth; Maestre, Elena; Hurtado, Daniel; [et al.]
Fecha de publicación:
2026
Resumen:

In recent years, misinformation has emerged as a social and educational concern. Research has shown that students in High School, and even College, have difficulties detecting fake news. For that reason, we designed and implemented a serious game to be used as an educational resource to enhance misinformation detection. The game consists of a narrative story which fosters users to assess some features of news, like authors’ credibility, quality of the evidence or possible conflict of interest, to progress in the game. This paper presents a comparison between the evaluation of two samples: undergraduate and adolescent students. We also focus on potential gender differences. Results show that both groups appreciate the game, but undergraduate students’ and girls’ assessments are more positive. Moreover, they all felt that they have learnt to detect fake news.

In recent years, misinformation has emerged as a social and educational concern. Research has shown that students in High School, and even College, have difficulties detecting fake news. For that reason, we designed and implemented a serious game to be used as an educational resource to enhance misinformation detection. The game consists of a narrative story which fosters users to assess some features of news, like authors’ credibility, quality of the evidence or possible conflict of interest, to progress in the game. This paper presents a comparison between the evaluation of two samples: undergraduate and adolescent students. We also focus on potential gender differences. Results show that both groups appreciate the game, but undergraduate students’ and girls’ assessments are more positive. Moreover, they all felt that they have learnt to detect fake news.

Palabra(s) clave:

Computers

Education

Serious games

Fake news

Serious game

Undergraduate students

High School students

Satisfaction

Colecciones a las que pertenece:
  • Participaciones en congresos [553]
Creative Commons El contenido de este sitio está bajo una licencia Creative Commons Reconocimiento – No Comercial – Sin Obra Derivada (by-nc-nd), salvo que se indique lo contrario
Logo Udima

Universidad a Distancia de Madrid

Biblioteca Hipatia

  • Facebook Udima
  • Twitter Udima
  • Youtube Udima
  • LinkedIn Udima
  • Pinterest Udima
  • Google+ Udima
  • beQbe Udima
  • Instagram Udima

www.udima.es - repositorio@udima.es

Logo DSpace