GAMIFICATION AS AN EFFECTIVE TECHNOLOGY FOR STUDENT MEDIA LITERACY DEVELOPMENT: US EXPERIENCE
DOI:
https://doi.org/10.32999/ksu2413-1865/2020-92-14Keywords:
media education, game, online game, educational process, students, fake, educational platform, manipulation, digital technologiesAbstract
The USA is a leader in the production of computer and online games for use in the educational processof schools. Purpose. The article examines the experience of the United States of America on the useof gamification technology for the development of student media literacy. The author explains the effectivenessof the gamification method.Methods. The specific search, systemic methods, methods of logical-historical analysis, comparison,generalization, and study of scientific approaches to the selected problematic were used in the processof research. Results. The author analyzed Globaloria. It is an online learning platform for teaching students to design,prototype, and code educational web/mobile games and simulations using industry standard technologies.Globaloria is used to develop media literacy at the schools of the United States of America. The article presentsa selection of games for the development of media literacy. In particular, the article describes the possibilitiesof using the online game “Factitious", the essence of which is to determine the reliability of information. Thesimulation online game “Newsfeed defenders” is offered to increase the level of literacy in social networksand news. The online games “Fakey” and “Interland” teach students how to properly disseminate latest newson social networks. The online educational game “BBC Reporter” teaches children to spot misinformation onthe Internet. The author suggests using the educational game “Go Viral!” to teach students to separate factsfrom fakes about Covid-19. “Be Internet awesome” contains several games: “Mindful mountain”, “Towerof treasure”, “Reality river”, “Reality river”, “Kind kingdom”. These games teach children to create strongpasswords, to display fake profiles and phishing, to be kind to others and report cyber bullies.Conclusions. The educational online-games for the development of media literacy appear every yearin the United States. Gamification is an effective method for developing students’ skills in media literacyand critical thinking, preparing them for a life that is oversaturated with digital information.