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Družabna igra o lažnih novicah : magistrsko delo
ID Arih, Nika (Author), ID Vilar, Polona (Mentor) More about this mentor... This link opens in a new window

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Abstract
Lažne novice, z mnogimi pojavnimi oblikami in posledicami, predstavljajo pereč in vse bolj razširjen problem sodobne informacijske družbe, še posebej za mlade, ki se z njimi pogosto srečujejo na spletu in obenem šele razvijajo svojo kritično pismenost ter sposobnost presoje verodostojnih informacij. V okviru raziskave smo zasnovali prototip izobraževalne družabne igre o lažnih novicah in preverjali njeno ustreznost kot učnega pripomočka za ozaveščanje mladih o tej problematiki. Namen raziskave je bil ugotoviti, ali je igra primerna za ciljno skupino, dovolj razumljiva in zanimiva ter katere elemente bi bilo smiselno vsebinsko ali strukturno izboljšati. Raziskava je temeljila na anketiranju in opazovanju osemnajstih učencev tretje triade osnovne šole pred, med in po igranju igre. Rezultati kažejo, da je igra večinoma funkcionalna, razumljiva in všečna, vendar so se kljub temu pokazale določene vsebinske in tehnične pomanjkljivosti, zlasti pri posameznih pravilih igre in besedilih na igralnih karticah. Čeprav zaradi majhnega in namensko izbranega vzorca ugotovitev ni mogoče posploševati na širšo populacijo, raziskava predstavlja koristen temelj za nadaljnji razvoj kakovostne izobraževalne igre, ki lahko pomembno prispeva k boljši prepoznavi, razumevanju in kritični obravnavi lažnih novic med mladimi.

Language:Slovenian
Keywords:lažne novice, dezinformacije, informacijska pismenost, knjižnice, mladostniki, igre, oblikovanje igre, vrednotenje
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:N. Arih
Year:2025
Number of pages:107 f.
PID:20.500.12556/RUL-174557 This link opens in a new window
UDC:793.7:[070.431:177.3](043.2)
COBISS.SI-ID:256356611 This link opens in a new window
Publication date in RUL:04.10.2025
Views:131
Downloads:26
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Secondary language

Language:English
Title:Board game concerning fake news
Abstract:
Fake news, with their many forms and consequences, represent a pressing and increasingly widespread issue in today’s information society, particularly for young people who frequently encounter them online while still developing their critical literacy and ability to assess the credibility of information. In the context of this research, we designed a prototype of an educational board game about fake news and examined its suitability as a learning tool for raising youth awareness about this issue. The aim of the study was to determine whether the game is appropriate for the target audience, sufficiently understandable and engaging, and which elements might benefit from content-related or structural improvements. The research was based on a survey and observation of eighteen upper primary school students before, during, and after playing the game. The results show that the game is generally functional, comprehensible, and well-received, although certain content-related and technical shortcomings emerged, particularly regarding specific game rules and the wording on individual playing cards. Although the findings cannot be generalized due to the small and purposively selected sample, the study provides a valuable foundation for the further development of a high-quality educational game that can meaningfully contribute to improved recognition, understanding, and critical examination of fake news among young people.

Keywords:fake news, disinformation, information literacy, libraries, adolescents, games, game design, evaluation

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