Newsarcade_Classroom: Seriously Play the News in the Classroom! : D2.1. State of the Art report

dc.contributor.authorOliveira, Ana Filipa Pereira
dc.contributor.authorSilva, Ana Miguel Lamy
dc.contributor.authorSousa, Carla
dc.contributor.institutionFCAATI - Faculty of Communication, Architecture, Arts and IT
dc.contributor.institutionCICANT - Centre for Research in Applied Communication, Culture, and New Technologies
dc.contributor.institutionECATI - School of Communication, Architecture, Arts and Information Technologies
dc.contributor.institutionEPCV - School of Psychology and Life Sciences
dc.date.accessioned2026-01-29T17:10:02Z
dc.date.available2026-01-29T17:10:02Z
dc.date.issued2025-10-01
dc.description.abstractThe NewsArcade@Classroom project aims to advance media literacy education through gamification, leveraging innovative approaches to enhance learning engagement. To support the development of an evidence-based framework, tasks 2.1 and 2.2 entail a systematic exploration of existing research and empirical data pertinent to media literacy education using gamification techniques, and field-based research with project target groups. Through a combination of quantitative and qualitative methodologies, this report was developed.en
dc.description.sponsorshipCo-funded by the European Union
dc.identifier.citationOliveira, A F P, Silva, A M L & Sousa, C 2025, Newsarcade_Classroom: Seriously Play the News in the Classroom! D2.1. State of the Art report. Universidade Lusófona. https://doi.org/10.5281/zenodo.18400172
dc.identifier.doihttps://doi.org/10.5281/zenodo.18400172
dc.identifier.urihttp://hdl.handle.net/10437/15729
dc.language.isoeng
dc.peerreviewedno
dc.publisherUniversidade Lusófona
dc.rightsopenAccess
dc.subjectEDUCATION
dc.subjectLITERACY
dc.subjectDIGITAL LITERACY
dc.subjectGAMIFICATION
dc.subjectEDUCAÇÃO
dc.subjectLITERACIA
dc.subjectLITERACIA DIGITAL
dc.subjectGAMIFICAÇÃO
dc.titleNewsarcade_Classroom: Seriously Play the News in the Classroom! : D2.1. State of the Art reporten
dc.typereport

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