BldgAltEntf E057: Prototypenstadion
Update: 2024-07-09
Description
Die Folge haben wir am 03.07.2024 aufgenommen.
Intro & Feedback
Grüße an Maria, Timo und Henri
News+Alt+Entf
News+O
- Os Achillesferse ist die Schulter.
- Werden H5P und BigBlueButton das neue Dreamteam?
- O fragt sich, ob PDFs in H5P eine gute Idee wären.
News+A
- A war beim UFF. Beiträge mit ihrer Beteiligung: KI in Anerkennungsprozessen, Neue Lernorte für sterbende Innenstädte (auf der Main Stage in Berlin), Wie könnte der DLC scheitern? (inkl. Trauerrede) und Live-Podcast zu Hypes of Tomorrow (auch als Video). Außerdem mochte sie die StOERntaler.
- Bei der HRK-MODUS-Konferenz hat sie einen Beitrag zu Micro-Credentials und Anerkennung auf FutureSkills gehalten.
- Sie empfiehlt, sich mal den Versicherungsverlauf von der Rentenversicherung schicken zu lassen. Meist fehlt da was.
- Rezept des Monats: Lavendelbutter (Butter, Lavendel, Honig, Salz).
Paper+Alt+Entf
Paper+O: Guybrush Threepwood gegen Donald Trump
<form method="get" name="tppublistform"></form>
Buchner, Josef
Playing an Augmented Reality Escape Game Promotes Learning About Fake News Artikel
In: Technology, Knowledge and Learning, Ausg. 2024, 2024, ISSN: 2211-1670.
@article{Buchner2024,
title = {Playing an Augmented Reality Escape Game Promotes Learning About Fake News},
author = {Josef Buchner},
url = {https://doi.org/10.1007/s10758-024-09749-y
https://osf.io/yagnr/
https://escapefake.org/},
doi = {10.1007/s10758-024-09749-y},
issn = {2211-1670},
year = {2024},
date = {2024-06-19},
journal = {Technology, Knowledge and Learning},
issue = {2024},
abstract = {The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people’s health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the use of game-based learning environments. In this study, we focus on Escape Fake, an augmented reality (AR) escape game developed for use in media literacy education. To date, there is limited research on the effectiveness of the game for learning about fake news. To overcome this gap, we conducted a field study using a pretest-posttest research design. A total of 28 students (14 girls, mean age = 14.71 years) participated. The results show that Escape Fake can address four learning objectives relevant in fake news detection with educationally desired effect sizes: Knowledge acquisition (d = 1.34), ability to discern information (d = 0.39), critical attitude toward trustworthiness of online information (d = 0.53), and confidence in recognizing fake news in the future (d = 0.41). Based on these results, the game can be recommended as an educational resource for media literacy education. Future research directions are also discussed.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people’s health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the use of game-based learning environments. In this study, we focus on Escape Fake, an augmented reality (AR) escape game developed for use in media literacy education. To date, there is limited research on the effectiveness of the game for learning about fake news. To overcome this gap, we conducted a field study using a pretest-posttest research design. A total of 28 students (14 girls, mean age = 14.71 years) participated. The results show that Escape Fake can address four learning objectives relevant in fake news detection with educationally desired effect sizes: Knowledge acquisition (d = 1.34), ability to discern information (d = 0.39), critical attitude toward trustworthiness of online information (d = 0.53), and confidence in recognizing fake news in the future (d = 0.41). Based on these results, the game can be recommended as an educational resource for media literacy education. Future research directions are also discussed.
Mit Escape Games kann man Kompetenzen zum besseren Erkennen von Fake News ausbauen. Dabei besprochen:
Paper+A: MOOC doch endlich!?
<form method="get" name="tppublistform"></form>

Flerlage, Carolin; Bernholt, Andrea; Parchmann, Ilka
MOOCs in der Hochschullehre – Motive und Erwartungen von Lehrenden und Studierenden Artikel
In: Zeitschrift für Hochschulentwicklung, Bd. 18, Ausg. 1, S. 171–191, 2023, ISSN: 2219-6994.
@article{nokey,
title = {MOOCs in der Hochschullehre – Motive und Erwartungen von Lehrenden und Studierenden},
author = {Carolin Flerla
Comments
In Channel