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Information Disorder och COVID-19 Pandemin: En komparativ fallstudie över datorspel som utbildningsverktyg mot mis-/desinformation i samhället.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2021 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Denna studie bygger på Research through Design (Frayling, 1993), d.v.s att undersökningen syftar till att generera ny kunskap genom analys av datorspel och design av en gestaltning. För att uppnå detta används ett annoterat portfolio och dess underliggande principer (Gaver, 2012; Bowers, 2012). Det annoterade portfoliot består av fyra utvalda datorspel och en egenutvecklad gestaltning. Detta portfolio analyseras för att definiera vilka gemensamma och icke-gemensamma designegenskaper som kan observeras. Efter detta presenteras argument för varför utvalda egenskaper kan göra pedagogiskt inriktade datorspel mer effektiva i syftet att utbilda kring-eller minska påverkan av mis-/desinformation i det specifika inlärningssammanhanget. Faran med mis-/desinformation i samhället illustreras genom kontexten av arbetet med den utvecklade gestaltningen, som bygger på COVID-19 mis-/desinformation och dess konsekvenser. Resultat uppnås efter analysering av samtliga designexempel har genomförts och data har genererats för att utveckla vår egna gestaltning baserat på denna information. 

Abstract [en]

This case study is based on Research through Design (Frayling, 1993), i.e. the purpose of the study is to generate new knowledge through analysis and design of computer games. To achieve this an annotated portfolio and its underlying principles are used (Gaver, 2012; Bowers, 2012). The annotated portfolio consists of four selected computer games and one designed by the authors. This portfolio is analysed to define what design features are shared or not shared between the games. After this, arguments are presented as to why the specified features can make educational computer games more effective in the purpose of educating about or to reduce susceptibility to mis-/disinformation in the specific learning context. The danger of mis-/disinformation is illustrated through the context of the work with the designed computer game, which is based on COVID-19 mis-/disinformation and its consequences. Results are achieved after analysis of the four selected computer games has been carried out and data has been generated to enable the development of the authors own game.

Place, publisher, year, edition, pages
2021. , p. 24
Keywords [en]
4DF, LM-GM, MDA, Research through Design, COVID-19, Annotated Portfolio, Information Disorder
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:bth-21991OAI: oai:DiVA.org:bth-21991DiVA, id: diva2:1580317
Subject / course
ME1603 Bachelor's Thesis in Media Technology
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2021-08-20 Created: 2021-07-14 Last updated: 2021-08-20Bibliographically approved

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Information Disorder och COVID-19 Pandemin: En komparativ fallstudie över datorspel som utbildningsverktyg mot mis-/desinformation i samhället.(2305 kB)179 downloads
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