Αξιολόγηση της εμπειρίας χρήστη σε εκπαιδευτική εφαρμογή με ενσωματωμένα στοιχεία παιχνιδοποίησης για την ενίσχυση της ικανότητας ανίχνευσης ψευδών ειδήσεων από μαθητές πρωτοβάθμιας εκπαίδευσης


Δημοσιευμένα: Φεβ 24, 2026
Λέξεις-κλειδιά:
Gamification Media Literacy Fake News Detection Primary Education
Ανδρονίκη Κούτσικου
Νίκος Αντωνόπουλος
Περίληψη

This study explores the effectiveness of a gamified educational application designed to enhance primary school students' ability to detect and evaluate fake news. Developed on the Genially platform, the application incorporates essential principles of Human-Centered Design (HCD) and Self-Determination Theory (SDT), providing a narrative-driven and interactive learning environment. A total of 47 students, aged 9 to 12, participated in the study, engaging with the application through a series of five progressively challenging tasks. To evaluate both usability and learning outcomes, researchers employed the System Usability Scale (SUS) and the Kids’ Game Experience Questionnaire (Kids-GEQ), along with pre- and post-test comparisons to measure critical media literacy. The findings indicate a high level of usability, positive emotional engagement, and a statistically significant improvement in students' ability to critically analyze and verify digital information. These results highlight the effectiveness of gamification and narrative elements in enhancing media literacy among younger learners, underscoring the potential for broader adoption of such tools in formal educational contexts.

Λεπτομέρειες άρθρου
  • Ενότητα
  • 4ο Ελληνόφωνο Επιστημονικό Συνέδριο Εργαστηρίων Επικοινωνίας
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