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International Journal of Child-Computer Interaction 27 (2021) 100218

Contents lists available at ScienceDirect

International Journal of Child-Computer Interaction


journal homepage: www.elsevier.com/locate/ijcci

Research paper

Not too young to learn about the news: Best formats to educate about
journalism in digital platforms
Ioli Campos
Nova University of Lisbon, Lisbon, Portugal

article info a b s t r a c t

Article history: The educative game market is on the rise. However, research about digital resources that go beyond
Received 31 August 2020 the common core standards, like games on news education, is still lacking. We already know that there
Received in revised form 20 October 2020 are several advantages of the use of games to teach journalism students. Less is known about the use
Accepted 20 October 2020
of similar games to teach children.
Available online 4 November 2020
This paper helps educators and game developers improving digital platforms to extend news
CSS Concepts: literacy education among children, by providing a list of 11 best formats to include in the design of
Social and professional topics → user such platforms. This study is the culmination of wider research that, using a mixed methods approach,
characteristics → age → children included a formative evaluation of games available in the market, the creation of a new prototype, its
Human-centered computing → interaction piloting and its testing among a group of 50 children.
design → empirical studies in interaction
© 2020 Elsevier B.V. All rights reserved.
design
Applied computing → education →
interactive learning environments

Keywords:
News media literacy
Educative games
Children
Participatory design
Best practices

1. Introduction and literature review The advantages in the use of these games in journalism classes
have been documented, and those include increasing analytical
Researchers have been focusing on the use of games in rela- thinking and problem-solving, generating empathy and cultural
tionship to the news for some time. The term newsgames was sensitivity, while equipping users with specific skills such as gath-
introduced by Gonzalo Frasca [1] and it referred to the pre- ering information, editing news stories and doing interviews [3–
sentation of current events in a digital playful way. Ian Bogost, 6]. Spikes and Haque add that the use of these games in the study
Simon Ferrari and Bobby Schweizer proposed a more detailed of journalism education is also beneficial for researchers because
classification of newsgames, including several categories. One it helps researchers to have greater control of the variables, while
of those categories was literacy newsgames – games that were allowing direct observations that complement the more usual
designed to educate about the importance of journalism to the questionnaires based on self-report measures [7].
society [2]. Wajeehah Aayeshah also refers to these kind of games News literacy education is an evolving field, which during
as ‘‘journalism games’’ – games that, in her words, ‘‘aim toward the course of the last five years has attracted more attention,
teaching journalists and training them for the required skills’’ [3]. due to phenomena like the Brexit referendum (related with the
Journalism professors have used analogical games to teach withdrawal of the United Kingdom from the European Union) and
about journalism production for a long time, even before the dig- the 2016 North American presidential election. On the course of
the information crisis generated by the communication related
ital revolution. Some of the strategies used included mock media
with those events, several games that propose to raise awareness
conferences and hypothetical reporting scenarios [4]. Simulations
about disinformation were launched [8–10]. Those were designed
were considered a powerful teaching tool because they allowed
for the common citizen, not only the journalism college stu-
controlled preparation for the real thing which was immediate,
dent. Furthermore, several official institutions have given signs
fast and sometimes included some danger [4].
of support toward news literacy education measures [11,12].
However, the fact is that most school curricula still do not
E-mail address: icampos@fcsh.unl.pt. include much media education content overall, and even less

https://doi.org/10.1016/j.ijcci.2020.100218
2212-8689/© 2020 Elsevier B.V. All rights reserved.
I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

in the early years of education and at elementary grades [13]. Research about digital games that propose to educate children
Also, teachers often lack the necessary preparation [14] and re- about the news is still very scarce. In fact, we could not find any
sources [15] to teach about the news. study that consisted in creating and testing a prototype to educate
Media literacy has been defined as ‘‘the ability of a citizen to elementary school-aged children about the news construction
access, analyze, and produce information for specific outcomes’’ [16]. process. Therefore, in our wider research, we were curious to
News literacy is often perceived as a subset within media literacy. examine how digital platforms propose to educate children
‘‘We consider news media literacy to be an important educational from seven to ten years old about the news and how can news
goal because of its potential to foster increased news consumption, literacy education in digital media be improved? This specific
civic engagement, and democratic participation, and, by extension, study unpacks those broader research questions into two specific
to improve the conditions of citizenship and democracy’’ [17]. News questions:
literacy can be approached from a practical side, more linked to RQ1 What formats related to gaming, storytelling or educative
the production of media, or from a critical side, more linked to features can be used in digital platforms to educate children
the awareness raising and critical approach to news consumption. about the news?
This study focuses more on the latter. RQ2 How do children engage with those technological features
Several digital platforms and games that propose to educate while learning news literacy in a digital environment?
children about the news have become available on the mar- Based on that analysis, and in articulation with the previous
ket. They are situated in one of the fastest growing markets studies, we elaborated a list of the best practices, which is pre-
— the educative game market. Although there is a large body sented in the discussion section of this paper, and may be helpful
of literature about educative games in general, especially in the both for educators and game developers.
common core areas such as language literacy and mathematics,
less is known about news literacy digital games for children. 2. History of the project
Examples of those platforms specifically designed for children are
the app News Tutor [18] and the games available at museums This study is part of a larger doctoral research that incorpo-
about the news [19,20]. Most of those use a simple structure like rated four studies. The first study included five semi-structured
quizzes [21]. interviews with children from 10 to 11 years old. Interviews
We have seen that learning via digital games is already well were made after these children had played/used six platforms
about the news, which had been chosen on grounds of visibility,
covered by the literature with regard to journalism college stu-
antiquity, technological innovation and/or originality — two of
dents, as is the use of games that propose to educate a broader
those platforms proposed to educate children about how the
population about the disinformation phenomena. However, less is
news is made and the other four just presented current events.
known about the use of these kinds of games among elementary
The study, carried out at a private school in the outskirts of
school-aged children.
Lisbon, in Portugal, also included user analysis.
Previous research shows that children are not inherently dis-
Results from that first exploratory study showed that children
engaged from the news, rather they may be lacking age appro-
were particularly interested in learning how the news was made
priate news stories [22]. Also, several authors have shown that
and not only in being recipients of the news content. Those results
children are ready to learn about media production [23,24] and
were in line with the literature that demonstrates that, at the age
yet the scholarly literature continues to overlook this popula-
of seven, children already show interest in learning how media
tion [25], possibly because young children are a difficult and
messages are produced [23,24].
vulnerable group with whom to conduct studies.
That first exploratory study was the main definer of the
However, the fact is that although most advice direct parents
broader research design. This means that children’s participation
and educators to restrict children’s exposure to violent news
at such an early stage of the research contributed to incorporate
content [26], children continue to be exposed to the news and to their interests and point of view in the definition of the subse-
discussions about current events [27]. Previous studies of news quent research questions and to focus the research on the analysis
literacy interventions in the classroom have also shown that of games that propose to educate children about the news.
there are clear benefits in improving news literacy education The second study consisted of a formative evaluation of nine
specifically among children. Some of those advantages include platforms available on the market and that proposed to do just
helping children improve their ability to cope with negative that: educate children about the news [21].
news content [28]. Another benefit of news literacy education Based on the results of that benchmarking, we built a proto-
among children includes the development of various lifelong type in which we tried to incorporate what seemed to be the best
learning lessons that go beyond writing and reading skills im- practices in terms of formats and competences. A third study with
provement [29–31], such as technological and/or digital skills eight children from seven to ten years old, carried out in public
development [30]; critical thinking [31,32] and civic literacy in libraries of Lisbon, Portugal, helped piloting both the prototype
general and regarding empathy for global issues [31,32]. and the research questionnaire [34]. Based on those results, we
We know that for digital games to be effective educative tools, fine-tuned the prototype by adding several features and new
they should incorporate good principles of teaching [6]. In the objects and we fine-tuned the questionnaire by rewording some
case of news literacy educative interventions in the classroom, of the questions and shortening its length.
Hobbs has suggested that there are seven learning principles that Then, we carried out a fourth study, in which we re-validated
work: ‘‘starting from the learner’s interests; connecting compre- the improved prototype with a larger population. This paper
hension and analysis; asking critical questions and listening well; presents the results of that last study in articulation with the
focusing on constructedness; using new ideas to directly support the previous ones.
practice of critical analysis and media composition; using collabo-
rative multimedia composition to produce meaningful and authentic 3. Methodology
communication; and making connections between the classroom and
the world’’ [33]. In this last study, we tested the formats implemented in the
Yet, those seven principles, as most of the literature that refers improved prototype among a group of 50 children in a school
to news literacy advantages, are based on studies done in a formal context, during 2018. To do that, we organized a series of work-
educative setting, not including human to computer interaction. shops in which we used a mixed methods approach.
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I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

Fig. 2. Screen example from Game 2, in which children had to choose the best
perspective to illustrate a story they had just read/listened. Pictures by José
Fig. 1. Screen example from Game 1, in which children read/listen about how Manuel Ribeiro.
the polar bear, next to the elephant, had just woke up from hibernation. At the
bottom, children had to choose what question to ask to the zookeeper. Image
credits: Jean Beaufort and Vilem Sharolek — PublicDomainPictures.net.

3.1. The prototype

The prototype tested in this last study consisted of a platform


with three games, a news area and an interaction with that news.
The first game uses a non-linear narrative to build a simulation
that shows how journalists gather information to build a news
story. In this story, the user assumes the role of a journalist who
has to solve a mystery about a situation that happened at the
zoo. The figure of a news editor is used to guide the journalist,
by giving him/her instructions and feedback. The game starts Fig. 3. Screen example from Game 3, in which children have to answer several
with the editor calling the journalist to assign him/her a job. A questions about a story of their liking.
group of animals was stolen from the zoo and the editor asks
the journalists to find out who did it. To do that, the journalist
should go to the zoo and interview several people. Before leaving relies mostly on photography, but that also uses written text and
the newsroom, the user has to choose what objects to bring with voice over (see Fig. 2).
him/her — some are related with the job, others are not, those The third game explores notions about news writing, the
being: notebook and pen, camera, toothbrush and mug. As the inverted pyramid and the six journalism questions (Who? What?
game unfolds, the user is confronted with several choices he/she Where? When? Why? How?). Children are asked to think of their
has to do, such as where to go next, whom to interview and favorite book and to compose a news story about it. Although
what questions to ask. Some of the people who the journalist we call it game, the fact is that no specific gamification elements
may interview are the police agent in charge of investigating the were included in this last game. So this third object was more
case and the zoo director. According to the path that the user a linear digital interaction than a game. But for the purpose of
chooses, there are five possible endings. In the end, the user has simplicity, in this paper, we call it the third ‘game’. First, the user
to choose the best possible headline. But information available fills in a table answering the six journalism questions, then the
at those headlines varies according to the information that was system gives back those answers in a whole text, framed in a
gathered during the game. Therefore, ending scenarios vary from newspaper page. Next, the user has the chance to review and
the player being able to write a comprehensive and accurate amend the story before it becomes final. Users may print their
headline to write an incomplete and/or not so accurate headline. own newspaper page (see Fig. 3).
This game was inspired by one of the games tested during the All three games end with a screen highlighting the lessons
formative evaluation study [19,21]. Due to technical constraints, learned. For example, in the second game, the highlighted lessons
design elements of this game are very simple. The story is mostly include: ‘‘News stories may be told from various angles and per-
told through written text, a dramatized voice over and a just few spectives; Journalists always choose a news angle when telling a
pictures, with no moving images (see Fig. 1). story; Journalists follow certain rules (called ethical principles) to
The second game explores the concepts of news construction, build the story; Those rules say that the journalist should always
perspective and framing through a short quiz kind of structure. It narrate facts with accuracy and precision; Those rules also say
was somewhat inspired by the game Be a Photographer that sim- that the journalist should choose the news angle with honesty’’.
ulates the unfolding of a news event in real time using live action Our games relied heavily on written text. Because children
video and allowing the user to choose where to look [35] and the grow in confidence about their reading skills at different paces,
app Newstutor that uses video to discuss news framing [18]. we decided to add voice-over to make sure all children were able
In this game the user has to choose the best pictures to to follow the game’s instructions, regardless their reading level
represent a story about a witch that lives in a forest. The pictures (see Fig. 4).
were taken from the same place but with different close ups and The platform also has an area where current news events
focal points. Some framings represent more honest and complete are presented, like in a news website. Those news were always
representations of the story than others, showing that the choices updated on the same day of each workshop. The choice of the
made by the story producer influences the audience perspective. news topics to include was guided by a mixture of common news
This is a very short quiz-like game with only two questions that criteria and a perspective about what stories interest children
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I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

they would include in a digital platform to teach them about the


news. Answers were audio recorded and written on flipcharts for
further analysis. At this point, the facilitator tried not to provide
any guidance about the answers. Then, each child sat in front of
his/her computer, where they answered a pre-task questionnaire,
and then explored the platform at their own pace and will. After
having played with all the games, the children answered a post-
questionnaire, in which children were asked to classify on a five
point Likert scale how much they liked or disliked features like
simulation; editor’s feedback; option of asking questions; use of
true stories; option of composing a frontpage; option of writing
a news article; feature of selecting pictures; and recap at the end
of each game.
Fig. 4. Screen from News Interaction. Here, children may choose headlines to During the interaction with the platform, the facilitator and
build up their own frontpage.
the teacher moved around the room, helping the children when-
ever they requested. At the end, the children were gathered once
more at the center of the room. Using flipcharts again, we talked
the most [22]. The news stories were especially written for chil- about what were their favorite parts of the games and what they
dren, using short sentences, easy and repetitive vocabulary. Each had learned. At the end, the facilitator read three picture books
paragraph contained a maximum of five sentences, following the about the news [40–42], provided some input about the topic and
lowest reading levels characteristics for the youngest members of answered all the children’s questions.
our sample [36].1
3.4. Data analysis
3.2. Data collection
Descriptive frequencies for all survey questions were analyzed
Data was collected through a mixed methods approach, which
using SPSS. A Pearson product-moment correlation coefficient
included a survey, semi-structured interviews, computer screen
was computed to assess the relationship between the questions
capture, observation, field notes and group discussions followed
by a teaching process. within each variable. Reliability measures, like Cronbach alpha,
The questionnaire was based on a validated construct by Maskl were also performed to examine whether questions could be
et al. [37], which had been adapted for this specific population grouped into single variables like current events knowledge and
and had been re-validated during the previous study [34]. The news socialization. With the questions grouped into variables,
survey included common demographic questions to assess par- another series of correlations for all grouped variables was com-
ticipant’s characterization, questions about current events knowl- puted to examine the relationship among variables like age, cur-
edge, news socialization, net and news consumption, news liter- rent events knowledge, news socialization, net consumption and
acy and engagement. prior news literacy level.
Interviews, field notes and group discussions helped under- Field notes, flipcharts, screen capture and transcribed au-
standing the meaning and context of the survey’s results. Not dio sessions were read multiple times and analyzed through a
only social and communication sciences have recognized the method of constant comparison, using a grounded theory ap-
usefulness of such qualitative approaches as a complement to proach which extracts meaning from people’s experiences about
quantitative methods [38], but also computer sciences are in- the phenomenon of interest [43]. Based on the procedures and
creasingly using this kind of methodology to evaluate computer evaluation criteria suggested by Corbin and Strauss [43], we
systems [39]. examined the data looking for conceptually similar responses,
The teaching process, inspired by a participatory action re- with an open coding procedure, and grouping them together to
search approach, was created in order to help children consoli- form categories.
date skills and knowledge gained during the platform use.
3.5. Sample description
3.3. Workshops’ description
A sample of convenience of 20 females and 30 males (n = 50)
This fourth study included three workshops of one and a half composed the final survey sample: 21 were second graders, 15
hour each. The workshops were held in February of 2018 in the third graders and 14 fourth graders. Participants had between six
computer lab room of a private school in the outskirts of Lisbon, and ten years old. This institution has been well placed in national
Portugal, called Colégio da Bafureira. There was one workshop per school rankings [44]. Most participating children came from well-
school year. In the computer lab room, each child had access to placed economic households, where most parents hold at least a
one computer. Computers were lined up against the walls, leaving BA degree.
a wide empty area at the center of the room. Questionnaire results showed that at the start of the work-
As the children entered the room, they were invited to pick shop, participants had a medium level of current events knowl-
up a chair and place it in a circle at the center of the room. edge, a high level of news socialization, a high level of Internet
With everyone facing each other, the facilitator introduced herself consumption, and a medium level of news literacy.
and the study. Additionally, the facilitator explained what the Crosstabs showed no difference per age or grade in partici-
children’s rights as research participants were. Then, each work- pants’ answers to news socialization questions. Almost all partici-
shop started with a group interaction about the news. Children pants answered that they either use Internet everyday (frequency
were asked about what they thought news was and what features = 23, n = 50) or at least once a week (frequency = 20, n =
50). Only three participants out of 50 answered that they do
1 The games’ complete structure and full scripts are available upon request not regularly use Internet. However, a considerable number of
to the authors. participants (frequency = 17, n = 50) answered that they have
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I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

never used the Internet as a news source, while almost a third 4.2. Engaged and playing together
have had that experience at least once.
Also, most participants said that they had never been in- Most children played the three games in the order they ap-
volved in a school project about journalism. The few participants peared on the screen, but a few of them explored the games in
who answered ‘yes’ to that question, were not able to enunciate a different sequence. The vast majority of the children seemed
projects about journalism in particular. For example, one of the very engaged with the game. Their heads were facing the screens
participants who answered yes, explained that he had been in the most of the time and even when their heads were not facing the
TV Quiz Show ‘‘The Price is Right’’, which, in fact, is not related computer, they were often chatting with their peers about the
with journalism. game or the news topics being presented. Rarely have we found
a child who was truly distracted from the topic of the news or
4. Results
the games.
Also, some children spontaneously paired up and played to-
4.1. What children thought that the news is and what have they
gether. In such cases, each child remained seated in front of
learned
his/her own computer, but before clicking in a new option they
would wait for their buddy and they would often make those
When asked to define what news is, at the beginning of
choices together, discussing aloud what they should do. Even
the workshop, participants gave three kinds of definitions: (1)
news as something, which has occurred in the past; (2) news when they were not ‘playing together’ they were very helpful
as something defined by its gatekeeper (the journalist); (3) news to their peers, answering their occasional doubts. Also, many
as something defined by its content (weather, tragedies, and so compared results with their peers at the end of each game.
on). Then, still before playing the game, when asked how should This interaction with their peers happened especially dur-
a news website for children be, children’s answers very often ing the third game. During this ‘game’, they would often look
pointed to topics to be covered, such as: ‘‘warnings’’, ‘‘news’’, to their peer’s screen and they seemed keen on sharing their
‘‘events which cause fear’’, ‘‘special events’’, ‘‘events that hap- answers with their peers and with the workshop facilitators.
pened’’, ‘‘things which we like’’, ‘‘weather’’, ‘‘people’s jobs’’, and Generally, they expressed enjoyment in writing the news stories,
‘‘texts about what they are talking on the news’’. in selecting images and in selecting the titles. Many of them
After playing the games, when asked to enunciate some of were concerned with spelling it right, so they also requested the
the lessons learned, some children exhibited some difficulties facilitator’s help to check the spelling before moving on to the
mentioning three lessons on their own, while filling in the ques- next screen.
tionnaire. But most were able to enunciate at least one aspect that Children who ended more quickly often asked if they could
they had learned. play again or if they could play the next game. In the post-task
The most common answers had a general focus. A little over questionnaire, 34 out of 50 said that if they were given the chance
twenty children answered something like: ‘‘how to make news’’, to play this game again at another time, they would do so; 14
‘‘how to make interviews’’, ‘‘how to be a journalist’’, ‘‘how to write answered ‘‘maybe’’ and only 2 said no (n = 50).
a news story’’, or ‘‘how to make a news cover’’. However, some Despite the use of voice over, many children often exhibited
children mentioned very concrete lessons, which were stated at signs of wanting to read by themselves, even the younger ones.
the recap screens within the games. Some of those lessons were: Some of them complained that the voice-over was too fast, al-
‘‘the editor is the one choosing the news pieces’’; ‘‘to make a news though children had the control when to pass to the next screen.
story we always have to ask six questions’’; ‘‘a journalist has to Then, in some of the workshops, there were technical problems
follow certain rules’’; ‘‘a journalist needs to make interviews and that made the audio not available. Curiously, that did not seem
tell things right and write well’’; ‘‘journalists have to tell true to have affected children’s engagement as, in the end, no children
things, they have rules and they cannot copy other people’ work’’. complained about the lack of audio.
A few children focused on the importance of news or journalism
– ‘‘I learned that news are important’’; ‘‘I learned that journalists 4.3. Children’s appreciation of the formats
are important’’. Also, eight children focused on the fun factor,
writing things like ‘‘I played, explored and I loved it’’. Additionally, When classifying the formats that they had liked or not, in
four of them said they did not know what they had learned. Only general, and with very little nuances, most answers were neg-
one said he learned nothing while another said she learned that
atively skewed. For example, regarding the feature of asking
she wants to be a journalist when she grows up.
questions to interviewees in the first game, more than half of the
When gathered in a circle at the end, they were encouraged
children ranked 5 out of 5 as they had enjoyed that feature. Most
to discuss their answers. And some of them also added more
participants also said they preferred the use of real stories (40 out
lessons, like ‘‘how to select images’’, ‘‘that a newspaper brings
of 50). For technical/financial constraints, we were only able to
new information’’, ‘‘that a news piece answers six questions’’,
use still images. Results show that half of the children appreciated
‘‘how news/features are made’’, ‘‘how to make a news title’’.
In short, most of them were able to recall the lessons about it and the other half did not. Children also appreciated the various
newsgathering and news production (reporting process, writing, recap strategies although one of them suggested that we should
and editing). However, not so many were able to mention lessons ‘‘not repeat the same line as much’’. The editor’s feedback was the
about framing and the reality’s representation. feature that fewest children said they had liked very much.
Next, during the picture books read aloud, children often Children were also asked about what they would do differ-
interrupted with questions, transforming the read aloud into a ently. The vast majority said ‘‘nothing’’ but a few of them offered
real-life interactive experience where connections with topics of some suggestions, such as ‘‘add more questions’’, ‘‘having control
their own choice and from the games were made. One child over the character’’, ‘‘I would choose other images’’ / ‘‘I would
mentioned that ‘‘truth’’ was very important for journalists. Then, change the animals’’.
suddenly, another child asked us if we liked Trump, while another Then, at the plenary session at the end of the workshop,
commented he was a bad person. We then briefly discussed children were again asked as a whole group if they had enjoyed
the importance of truth and facts in journalists’ work. Thus, the the game and what aspects had they liked and disliked the most.
read aloud seemed to have ended up working as catalyst for the At that moment, children had the chance to elaborate on their
learning process, elevating the lessons from a concrete level to a answers. Sometimes they expressed preferences for different as-
more abstract and complex one. pects. Some children preferred the first game while others said
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I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

that what they had liked the most was the chance of writing positive effect on the learning outcomes, without decreasing the
a news story (third game). Specific formats like this and the ‘fun factor’.
following ones were discussed in more detail during the final Recap strategies can assume different formats. Our prototype
plenary. For example, a few children suggested increasing the tested two, which were already in use in other games: the use
amount of questions in the prototype, while one explained how of an editor’s character who provides feedback throughout the
she proposed giving players more control over the character. At game [19,35] and a screenshot highlighting key points at the end
that moment, children talked about how they enjoyed to pretend of each game stage [46]. A third strategy that we tested was
being a journalist and having to solve a ‘‘mystery’’ in the first repetition, given that repetition to increase learning has been
game. recognized as a good learning principle since the time of Aristotle,
passing by Pavlov, and more recently also in the field of student-
5. Discussion centered educative technologies [47]. However, given that one
child suggested us ‘‘not to repeat the same line as much’’, we
Contrary to the common idea that children find news boring, would say that the creativity used in the creation of the recap
and in line with Alon-Tirosh and Lemish’s work, which already strategies is important in keeping children engaged with the
contradicted that common view [22], participants of this study game. For example, incorporating quizzes in a simulation as a
also demonstrated an interest in learning more about the news learning recap strategy could spice up the experience while in-
during all the workshop stages. On the other hand, results in- creasing knowledge consolidation and allowing the incorporation
dicate that, before the workshop, children still lacked a proper of testing (something that educators may be interested in) and
understanding of what news is, because not only have some scoring (to increase gamification).
of them defined news by their content, as well as others have
considered the TV Show ‘‘The Price is Right’’ as a news program. If 5.3. Asking questions
children lack knowledge about the news, while having an interest
in learning more about it, we conclude that there is a need to Most news literacy games for children available in the market
increase news literacy education, especially since the literature do not allow the user to ask questions [21], although researchers
shows that there are several advantages in doing so [28–32]. have been pointing out several advantages in the usage of chat-
Digital platforms are an important space to do that, given its bots in journalism simulations [4]. Asking questions to news
spreadability and affordability. sources is deeply related to the lessons about newsgathering.
Focusing this study on the analysis of digital media does not But asking questions is not only useful in an educative perspec-
imply a belief that digital media should substitute the classroom tive, it also seems to increase engagement in general, making a
or the teacher. On the contrary, results showed that the role simulation closer to the real thing.
of a facilitator contributes to consolidate the learning outcomes We speculate that most news educative games available in the
that start in a digital medium, as the real interaction with peers market failed to include this feature due to technical constraints,
during the virtual experience also does. However, given that as we also did. However, even if we were not able to include a
children already spend so much time online [45], that school chatbot, we were able to incorporate interactions, in which the
curricula often overlooks news literacy, and that teachers often player could choose whom to interview next and which questions
lack preparation in these topics [14], we believe that digital media to pose (always from a limited set of questions). Given that most
may be an important complement to other formal and informal children appreciated this feature and that this feature allows to
educative initiatives. simulate journalists’ work, this is another aspect that should be
By articulating the results of this study with the literature contemplated in future prototypes of the like.
and with the results of the previous studies that composed this
broader four-year-research, we came up with a list of 11 formats 5.4. Interactivity
that would contribute to improve digital platforms that propose
to educate children about the news. This data may help edu- Starting from the learner’s interest has been pointed out as one
cators, designers and developers improving their approaches to of the best learning principles in the field of news literacy [33].
children’s news education in digital environments. Nevertheless most educative newsgames available on the market
do not do so [21].
5.1. Simulation In our prototype, we included that feature in two different
ways: in the third game (in which children could construct a
Many children preferred the first game, which consisted of a news story based on their favorite book) and in the news in-
journalism simulation. Results pointing to simulation as a best teraction area (where children could act as gatekeepers building
practice to educate children about the news in a digital environ- their own newscover). Both features were technologically easy
ment are in accordance with other studies about games to teach to implement and test observation showed that children were
journalism to college students [3,4] and with studies about the engaged with those features. Given that for many children the
benefits of using role-playing in videogames for early childhood third game was the most enjoyed one, this would be one of the
education in general [6]. formats to consider in the creation of such games. Perhaps one
aspect that could be improved in future initiatives would be the
5.2. Recap level of interactivity of such elements.

Comparing with our previous pilot study, in which the games 5.5. True stories and real-life cases
did not had recap slides, we observed that the recap slides intro-
duced in this fourth study contributed to children’s knowledge News literacy games available on the market incorporate real
consolidation as children could more easily elaborate on the stories in different levels: some games are based in entirely non-
lessons learned at the final group discussion, like the six questions fictional stories, some mix reality with fiction, while others are
that guide the journalists’ work, for example. Thus, results suggest mostly based on fictional plots and characters, especially the ones
that recap strategies within the games may contribute for a more for younger children [21].
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I. Campos International Journal of Child-Computer Interaction 27 (2021) 100218

The use of real life cases would also be in line with the news more reactions during the workshops than all the others included
literacy learning principle of ‘‘making connections between the in our prototype.
classroom [in this case, the player] and the world’’ [33]. Addition- Their greater appreciation for the news production compe-
ally, study’s participants seemed to have enjoyed more the real tences is in accordance with the overall idea that children learn
stories than the fictional ones. Therefore, this would be another by doing and with the learning principle about constructedness
feature to contemplate in a future prototype. Naturally, the choice and the use of collaborative multimedia composition [33].
of such stories would have to accommodate children’s particular
vulnerability to violent content, approaching with care certain 5.10. Voice-over
topics or leaving them out completely.
Voice-over is also used in several other news literacy games
5.6. Live action videos available on the market [21]. Although results about voice-over
were not entirely conclusive, they seem to indicate that voice-
Results in this fourth study showing that half of the children over is not as important as initially conjectured, given the fact
enjoyed the use of live images may have been contaminated by that even when the audio was not working for technical reasons,
the fact that we were unable to fully implement this feature. children continued to be engaged with the games. Even so, we
More research would be needed to verify if the use of live action maintain that game developers need to consider whether to
videos is, in fact, a best practice according to children. Even so, we include or not the use of voice-over, having in mind not only the
decided to include this format in this list because our formative target group’s age and their reading ability but also how the other
evaluation analysis [21] had suggested a strong potential for this elements of the game work on their own or not.
feature.
5.11. Virtual formats with real interaction
5.7. Elements of gamification

Some technology and game enthusiasts may consider that


Games usually include elements like competition, goals, rules,
using media to teach about the media may be the ultimate
scores, or others [48]. Most news literacy digital objects avail-
goal of media education, however we argue that the mix of
able on the market have incorporated gamification elements,
virtual with real interactions may bring more advantages in news
even when they are clearly positioned as non-games, as is the
literacy educative digital experiences. In this study, we observed
case of the MOOC ‘‘Checkology’’, which has a scoring element,
that human-to-human interaction seemed to have contributed
for example [49]. However, our previous formative evaluation
to knowledge consolidation of an experience that started as
showed that most analyzed platforms failed in incorporating
many gamification characteristics [21]. computer-to-human interaction. By human-to-human interac-
In the case of the prototype that we tested in this study, tion, we refer to the group discussion facilitated at the end of
children seemed to be highly engaged in comparing results and the workshop and to the peer interaction, which spontaneously
scores at the end of the games that included such feature. Thus, emerged during the virtual experience.
one recommendation for future developers of news literacy ed- This consideration is in line with other researcher’s observa-
ucative platforms would be to increase the use of gamification tions. For example, Kiili also noted that there was an advantage in
elements. using real feedback in a virtual educative experience, while study-
ing the use of a media literacy game where real teachers could
5.8. Mystery and narrative interact with children through the game [50]. Also, the news-
game at the Päivälehti Museum proposes teachers to customize
the game according to their educative goals [20]. Additionaly,
While children showed appreciation for the use of real stories,
Thevenin concluded that children were more engaged with a
they also showed admiration for the ‘‘mystery’’ factor used in
our first game. Perhaps what they truly appreciated was not only paper prototype of a mobile device app, than with the virtual
the ‘‘mystery’’ element, as they called it, but also the compelling thing [51].
narrative/storytelling. We could not tell for sure. In any case, both
premises would be in accordance with the literature. 6. Limitations and future studies
On one hand, while recommending the incorporation of more
entertainment game elements in educative games, Charsky sug- One of the limitations of this study is related to the sample size
gests the use of fantasy and hypothetical scenarios [48]. On the and its limited characteristics, which does not allow us to extrap-
other hand, the specific use of mystery elements has been proved olate the conclusions for the general population. Nevertheless, the
to be a good method to educate children about the media in a exploratory nature of the study may still be useful in providing
digital setting [50]. Therefore, the use of an enigmatic narrative important clues to be taken into consideration while planning a
is one more feature to be considered when planning a platform prototype of the like.
like this. Another limitation had to do with the poor frontend support
we had, which may have influenced children’s perceptions, given
5.9. Doing ‘stuff’ that color and animation is usually perceived as an important
component for them. On the other hand, the lack of a more
Many of the platforms analyzed during the previous bench- attractive design may have helped children to focus more on the
mark study simulated how media messages are built, but few specific format characteristics that we aimed at analyzing.
actually gave the chance to the user to build his/her own media Future studies could continue examining the usage of such
messages [21]. However, the results of this fourth study sug- formats through a more representative and robust sample size.
gest that there is a potential in that sort of feature that we Furthermore, given the rapidly changing nature of technology, the
incorporated in the third ‘game’. Children’s appreciation for that technological formats that work today, may become obsolete in
object was surprisingly positive, even though it lacked many the future. So, this is a line of research that needs to be updated
gamification and narrative elements. This digital object generated regularly.
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