Media Literacy in Times of Crisis

First Results of the YO-MEDIA Project Handling the Voice of Educators, Teachers, and Journalists

Forfattere

  • Alessandra Carenzio Catholic University of Milan
  • Simona Ferrari Catholic University of Milan
  • Stefano Pasta Catholic University of Milan

DOI:

https://doi.org/10.7577/seminar.5727

Emneord (Nøkkelord):

Media literacy, Information literacy, crisis, Adolescents, interviews

Sammendrag

The contemporary younger generation is facing a multitude of changes and adversities stemming from prevalent political, military, and pandemic crises that have garnered substantial attention in the media. In light of these circumstances, Media Literacy and critical thinking are paramount in navigating the influx of information and discerning veracity from misinformation. The rationale behind selecting this demographic as the focal point lies in the discernible trend wherein young individuals often peruse news content on their mobile devices with minimal contemplation, relying exclusively on social media platforms devoid of journalistic filtration. As delineated by various investigations, this juncture in their lives is pivotal to cultivating critical thinking skills. Such skills empower the youth to engage in autonomous thought processes, make informed decisions, and assess the repercussions of their actions. The contribution presents the outcomes of the interviews conducted in Italy, Spain, and Portugal within the project YO-MEDIA on Media Literacy in times of crisis, addressing the attention of educators, teachers, stakeholders, and journalists.

Referanser

Beutelspacher, L. & Henkel, M. (2022). Information Literacy in Video Games’ Affinity Spaces. A case study on Dota 2. In S. Kurbanoglu, S. Spiranec, Y. Unal, J. Boustany, & D. Kos (Eds.). Information Literacy in a Post-Truth Era. ECIL 2021. Communications in Computer and Information Science, vol. 1533. Springer. http://dx.doi.org/10.1007/978-3-030-99885-1_26

Boldi, A., Rapp, A., & Tirassa, M. (2022). Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic. Human-Computer Interaction, 1–42. http://dx.doi.org/10.1080/07370024.2022.2050725

Bolter, J.D. (2019). The Digital Plenitude: The Decline of Elite Culture and the Rise of New Media. MIT Press. http://dx.doi.org/10.7551/mitpress/9440.001.0001

Cameron, R., Sankaran, S., & Scales, J. (2015). Mixed Methods Use in Project Management Research. Project Management Journal, 46(2), 90–104. http://dx.doi.org/10.1002/pmj.21484

Canales, K. (2020). The WHO is recommending video games as an effective way to stop the spread of COVID-19, one year after adding “gaming disorder” to its list of addictive behaviors. Business Insider, April 2, 2020.

Carenzio, A. (2024). Intelligenza artificiale e scuola, in Corrado, V., Pasta, S., Intelligenza artificiale e sapienza del cuore. Scholé. http://dx.doi.org/10.54103/2531-7296/23813

Carenzio, A., Ferrari S., & Pasta, S. (2024). Games and video games as scenarios to support digital literacies: the first results from the international project YO-MEDIA (Youngsters’ Media Literacy in Times of Crisis). In press.

Carenzio, A., Ferrari S., & Rivoltella P. C. (2021). A Media Diet Today: A Framework and Tool to Question Media Uses, in Ruokamo H., Kangas M. (Eds.), Media Education at the top. Cambridge Scholars Publishing.

Carenzio, A., Ferrari, S., De Cani, L., Lo Jacono. S., & Rivoltella, P. C. (2015). Body, identity, and images of the self among adolescents. From research to action through Peer&Media Education. Seminar.net, 11(2). http://dx.doi.org/10.7577/seminar.2355

Cavalcante, R.B., Braz, P.R., Tavares, T.B., Carbogim, F.C., & Faria, L.R. (2022). Genealogia do conceito infodemia. In AA.VV., Infodemia: gênese, contextualizações e interfaces com a pandemia de covid-19. ABEn. http://dx.doi.org/10.51234/aben.22.e10.c04

Contreras-Espinosa, R.S., & Eguia-Gomez, J.L. (2023). Evaluating Video Games as Tools for Education on Fake News and Misinformation. Computers, 12, 188. http://dx.doi.org/10.3390/computers12090188

Ferrari, S., & Pasta, S. (2023). Information Literacy: l’istanza educativa centrale per la declinazione delle competenze digitali. Annali online della Didattica e della Formazione Docente, 15, 26, pp. 170-192.

Floridi, L. (2014). The Fourth Revolution: How the Infosphere is Reshaping Human Reality. Oxford University Press.

Gee, J.P. (2003). What Video Games Have To Teach Us About Learning and Literacy. Palgrave Macmillan. http://dx.doi.org/10.5040/9781628927924.ch-013

Glaser, B., & Strauss, A. (1967). The Discovery of Grounded Theory: Strategies for Qualitative Research. Sociology Press.

Han, B. C. (2022). Infocracy: Digitization and the Crisis of Democracy. John Wiley & Sons.

Herdzina, A.R., & Lauricella, J. (2020). Early childhood educators’ teaching of digital citizenship competencies. Computers & Education, Vol. 158 https://doi.org/10.1016/j.compedu.2020.103989

Hobbs, R. (2021). Media literacy in action: Questioning the media. Rowman & Littlefield Publishers.

Houdé, O. (2020). L'inhibition au service de l'intelligence: Penser contre soi-même. PUF. http://dx.doi.org/10.3917/puf.houde.2020.02

Jandrić, P., MacKenzie, A. & Knox, J. (2023). Constructing Postdigital Research. Method and Emancipation. Springer. http://dx.doi.org/10.1007/978-3-031-35411-3

Jenkins, H (2006). Convergence culture: where old and new media collide. New York University. http://dx.doi.org/10.7551/mitpress/9780262036016.003.0012

Kahneman, D. (2011). Thinking, Fast and Slow. Penguin.

Kritz, W.C. (2020). Gaming in the time of COVID-19. Simulation & Gaming 2020, 51(4), 403-410. http://dx.doi.org/10.1177/1046878120931602

Jolley, D., Douglas, K.M., Skipper, Y., Thomas, E., & Cookson, D. (2021). Measuring adolescents’ beliefs in conspiracy theories: Development and validation of the Adolescent Conspiracy Beliefs Questionnaire (ACBQ). British Journal of Developmental Psychology, 39, 499-520. http://dx.doi.org/10.1111/bjdp.12368

Masterman, L. (1985). Teaching the Media. Comedia.

McGonigal, J. (2023). Imaginable: How to Create a Hopeful Future. Spiegel & Grau.

Ohannes, N., Vuorre, M., & Przybylski, A.K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8 (2). http://dx.doi.org/10.31234/osf.io/qrjza

Panciroli, C., Rivoltella, P. C. (2022). Pedagogia algoritmica. Per una riflessione educativa sull'intelligenza artificiale. Scholè.

Pariser, E. (2011). The Filter Bubble: What The Internet Is Hiding From You. Penguin Books.

Pasta, S. (2021a). Ostilità. Vecchi e nuovi bersagli, vecchi e nuovi virus. Scholé. Rivista di educazione e studi culturali, 59 (2), 89-102.

Pasta, S. (2021b). Postverità e datificazione. Nuove conoscenze e nuove consapevolezze dall’educazione civica digitale. Scholé. Rivista di educazione e studi culturali, 59 (1), 51-63.

Pasta, S. (2022). Social network conversations with young authors of online hate speech against migrants. In A. Monnier, A. Boursier, & A. Seoane (Eds.), Cyberhate in the Context of Migrations (pp. 187-214). Palgrave MacMillan. http://dx.doi.org/10.1007/978-3-030-92103-3_8

Pasta, S. (2023). Diventare cittadini onlife. In Rivoltella, P. C., Villa A. & Bruni, F. (Eds.), Curricoli digitali. Nuove intelligenze, nuovi diritti (pp. 36-48). Franco Angeli.

Paul, I., Mohanty, S., & Sengupta, R. (2022). The role of social virtual world in increasing psychological resilience during the ongoing COVID-19 pandemic. Computers in Human. Behaviour. 127(2): 107036. http://dx.doi.org/10.1016/j.chb.2021.107036

Quattrociocchi, W., & Vicini, A. (2023). Polarizzazioni. Informazioni, opinioni e altri demoni nell'infosfera. Franco Angeli.

Ranieri, M. (2016). Populism, Media, and Education: Challenging discrimination in contemporary digital societies. Routledge. http://dx.doi.org/10.4324/9781315680903

Ranieri, M. (2022). Competenze digitali per insegnare: modelli e proposte operative. Carocci. http://dx.doi.org/10.36253/me-14204

Ranieri, M., Cuomo, S., Biagini, G. (2024). Scuola e Intelligenza Artificiale. Carocci.

Raviolo, P., & Pasta, S. (2022). Mediawar. Tecnologie e conflitto nella guerra Russia-Ucraina: rappresentazione mediale e discorsivizzazione nel web sociale. Scholé. Rivista di educazione e studi culturali, 60 (2), 323-338.

Satu, M.S., Mizan, S.E.K., Jerin, S.A., Whaiduzzaman, M., Barros, A., Ahmed, K. & Ali Moni, M. (2021). COVID-Hero: Machine Learning Based COVID-19. Awareness Enhancement Mobile Game for Children. Applied Intelligence and Informatics, 321-335. http://dx.doi.org/10.1007/978-3-030-82269-9_25

Schuilenburg, M., Peeters, R. (2021). The Algorithmic Society: Technology, Power, and Knowledge. Routledge. https://doi.org/10.4324/9780429261404

Toffler, A. (1980). The Third Wave. Bantam Books.

Van Dijk, J., Poell, T., & de Waal, M. (2018). The Platform Society: Public Values in a Connective World. Oxford University Press.

Weinberger, D. (2012). Too Big to Know. Basic.

Yankoski, M., Weninger, T., & Scheirer, W. (2020). An AI early warning system to monitor online disinformation, stop violence, and protect elections. Bulletin of the Atomic Scientists, 76 (2), 85-90. http://dx.doi.org/10.1080/00963402.2020.1728976

Yee, A., & Sng, J. (2022). Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Frontiers in Psychology, 13. http://dx.doi.org/10.3389/fpsyg.2022.800683

Zuboff, S. (2019). The age of surveillance capitalism: the fight for the future at the new frontier of power. Faber and Faber.

Nedlastinger

Publisert

2024-10-02

Hvordan referere

Carenzio, A., Ferrari, S., & Pasta, S. (2024). Media Literacy in Times of Crisis: First Results of the YO-MEDIA Project Handling the Voice of Educators, Teachers, and Journalists. Seminar.net, 20(1). https://doi.org/10.7577/seminar.5727

Utgave

Seksjon

Articles