In this activity, the use of media literacy in times of crisis will be mapped by identifying the use of games and other media in crisis communication, using content and pragmatic analysis of learning programs and syllabus. This activity will enable us to meet the gap in the information about media literacy in times of crises – e.g., outbreak crises and military/war conflicts.
Relative to many digital games, the theme of media literacy directed to children and youngsters has been widely covered (e.g., Bad news; Factitious; Interland; iReporter; NewsFeed Defenders; Troll Factory; and different Educational Games by Canada’s Center for Digital and Media Literacy). These games present different approaches and strategies, i.e., (a) report articles that are fraudulent;(b) prepare players to recognize inaccurate information and learn journalism best practices;(c) learn to differentiate satire, personal opinion, and inaccurate information from trusted articles; and (d) teach disinformation strategies (e.g., emotional appeals and pseudo-science).
A report on the hybrid games and learning competences is being prepared and will be provided in this website.