DOAJ Open Access 2025

Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game

Mauro Marino-Jiménez Norma Sánchez-Chávez Yenny Rivero-Fortón Kelly Hernández-Sánchez

Abstrak

Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.

Penulis (4)

M

Mauro Marino-Jiménez

N

Norma Sánchez-Chávez

Y

Yenny Rivero-Fortón

K

Kelly Hernández-Sánchez

Format Sitasi

Marino-Jiménez, M., Sánchez-Chávez, N., Rivero-Fortón, Y., Hernández-Sánchez, K. (2025). Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game . https://doi.org/10.1177/21582440251327251

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Informasi Jurnal
Tahun Terbit
2025
Sumber Database
DOAJ
DOI
10.1177/21582440251327251
Akses
Open Access ✓