Author ORCID Identifier

https://orcid.org/0000-0001-9328-082X

Document Type

Article

Publication Date

2023

DOI

10.1080/15228959.2023.2252322

Abstract

This case study details the development and results of an information literacy game in which undergraduate students evaluated fictional sources to learn how to recognize a werewolf on campus. The game relied on inoculation theory and fiction to teach students to identify indicators of mis and disinformation outside of any real-world examples that might affect their learning experience. The game showed promise as students were far more engaged and demonstrated better retention later in the semester than students who received a more traditional lecture about disinformation and source evaluation. However, the game would likely be more effective if it were expanded beyond the one-shot model.

Comments

This is the Author's Accepted Manuscript. The version of record can be found here: https://doi.org/10.1080/15228959.2023.2252322

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