2 BACKGROUND
2.1 Media Literacy and Media Literacy
Education
The spread of information and communication
technologies (ICT) made information accessible to
everyone with access to the Internet. This setting
deeply impacted the way we work, learn, socialize,
and made it easier for anyone to create media and
online content. Nowadays, we are all exposed to an
overwhelming amount of information online, making
it difficult to understand messages and distinguish
reliability.
The need to reconsider how we understand and
interact with information and media has been
reinforced by recent global events. Information
literacy and the media shape the way one makes
decisions and behaves toward social-political facts or
events such as a pandemic.
Considering the high connectedness context in the
current global society, media literacy has become a
core competence in educational frameworks around
the globe. Media literacy is “the ability to identify
different types of media and understand the messages
they’re sending” (Common Sense Media, n.d.). It is
directly related to topics such as 21st-century skills
and digital citizenship.
Education frameworks presented worldwide
show characteristics of strengthening the digital
context of media literacy and stimulating students to
creativity and expression. However, Japan still
struggles to incorporate digital media related topics
into the curriculum, despite the increasingly high
internet penetration among elementary (around
85.6%) and junior high school (95.1%) students,
including access from smartphones, tablets, and
personal computers (Cabinet Office, 2018).
As described by Maekawa et al. (2020), ”the goal
of the course developed with this research is to bring
the fundamental messages of media literacy
education in a different approach to media literacy
education practice at Japanese university
classrooms.” The course, as well as the components,
were designed based on the fundamental pillars of
learning competencies (knowledge, skills and
attitude) as described below (Maekawa et al., 2020):
Knowledge: Understand the dangers of
simplifying and labelling information;
Skill: Understand the key points to assess the
reliability of the information;
Attitude: Nurture responsible behaviour as a
digital citizen.
The course comprises three modules:
About Digital Media Literacy;
Information and News Literacy;
Behind the ‘Like it’ button.
Each module was designed to provide a blended-
learning experience with video, online interactive
activities, and group discussions.
The impact of the coronavirus in all levels of
education made 97% of Japanese universities offer all
courses online during the first half of the academic
year (Digital Knowledge, 2020), with many still
remote as of the first half of 2021. Because of that,
the course structure, as well as all its components,
were designed also for online, offline, or hybrid
learning environments.
2.2 Serious Games in the Context of
Fake News
Digital games are a part of daily life in Japan. In 2018,
the number of game players in Japan was estimated
to be 67.6 million (Newzoo, 2018), a number that
represents more than half of the entire country’s
population. The popularity of digital games is often
associated with engaging and meaningful
experiences.
In education, their potential for interactive
learning environments and collaborative learning
experiences have been seen in the shape of serious
games (Anastasiadis et al., 2018). The term serious
games can be defined as “any piece of software that
merges a non-entertaining purpose (serious) with a
video game structure” (Djaouti et al., 2011). Serious
games are also often seen used in conjunction with
other terms such as edutainment, digital game-based
learning, and immersive learning simulator (Alvarez
& Djaouti, 2011).
Schifter (2013) highlights the connection between
serious games and 21st-century classrooms with
games as external motivators, for drills, practices, and
other types of learning. Additionally, the games’
virtual environments can represent a safe
environment in which students can experience and
experiment with their skills and knowledge
(Anastasiadis et al., 2018). As such, games represent
a safe zone to try new approaches and ideas, without
real-world repercussions if they turn out to not be
good. Failure itself can be seen as a step conducive to
learning, which can help to initiate collaboration and
dialogue between peers and provide learners with
new insights (Anderson et al., 2018).
Serious games have been one of the ways utilized
to work with the problems caused by fake news.
Several games have been done utilizing different