Enhancing Media Literacy through two ludic tools

Authors

DOI:

https://doi.org/10.15847/obsOBS19520252698

Abstract

This study examines the potential of game-based learning to address the growing challenges contemporary youth face in navigating misinformation and critically engaging with digital media. Drawing on existing research and data collected from a benchmarking analysis of 21 tabletop games and in-depth interviews with 29 experts, the article highlights the importance of media literacy as a key skill for evaluating information in today’s unfiltered social media environment. The benchmarking data were examined through comparative content analysis to identify game mechanics conducive to media literacy, while the interview data were analyzed using a Grounded Theory approach to extract thematic insights on critical skills, effective pedagogical strategies, and youth preferences in gameplay. These analytical strategies ensured methodological rigor and guided the development of two educational games designed to foster critical thinking, collaboration, and ethical decision-making. Social Media Puppeteers immerses players in roles such as politicians, journalists, and scientists, encouraging strategic discussions about social media dynamics. By incorporating simplified role-playing game mechanics, it aligns with the literature on experiential learning, fostering interdisciplinary skills and collaboration. In parallel, Social Media Fake News uses structured card-based gameplay to teach players how to identify and deconstruct misinformation. This hands-on approach supports research on the effectiveness of interactive tools in enhancing media literacy and critical analysis. Both games demonstrate the cognitive, social, and emotional benefits of tabletop games by promoting empathy, teamwork, and face-to-face collaboration. Through emotionally resonant narratives and role-based decision-making, players engage in immersive experiences that reinforce critical media skills. Adaptable designs and comprehensive guidelines allow educators to tailor these games to various classroom contexts, addressing pressing issues like digital ethics and media manipulation. This study contributes to the growing body of literature on game-based learning, offering a scalable and adaptable model for integrating media literacy education into pedagogical settings.

Author Biographies

Ruth S. Contreras-Espinosa, Universitat de Barcelona

Professor in Higher Education. Researcher at University of Barcelona. I'm active in National / International Research projects. Positive evaluation from ANECA (Spanish Ministry of Education and Science) as a professor/researcher. Areas of activity: Game studies, Digital Game based learning, Gamification, Technology enhanced learning, Serious Games, User experience, User Centered Design, Game design, Digital comunication. Co-founder of DIGRA Mexico Chapter. Member Network of Mexican Professionals Red Global MX. External evaluator A3ES (Portuguese Agency of Evaluation and Accreditation). Women in Games Ambassador. Previously: CEO at Digital Work Force from 2014 to 2019; Coordinator at Observatory of Communication, Video Games and Entertainment (Universitat Autonoma de Barcelona) 2014 to January 2023. 

Jose Luis Eguia-Gómez, Universitat Politecnica de Catalunya

Professor in ETSEIB-UPC, CITM-UPC an ENTI-UB. Positive evaluation from ANECA (Spanish Ministry of Education and Science) as a professor/researcher. Areas of activity: Game studies, Digital Game based learning, Gamification, Technology enhanced learning, Serious Games. Member in GIE research Group at Polytechnic University of Catalonia.

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Published

2025-05-29

How to Cite

Contreras-Espinosa, R. S., & Eguia-Gómez, J. L. (2025). Enhancing Media Literacy through two ludic tools. Observatorio (OBS*), 19(5). https://doi.org/10.15847/obsOBS19520252698

Issue

Section

Special Issue 2025 - Crisis Media Literacy