We present a digital media literacy activity composed of (i) an educational talk and (ii) a game-based activity. The aim is to support teachers in developing learning activities to increase awareness of social media threats among students. Through this activity students directly experience phenomena like echo chambers and filter bubbles that can be provoked by harmful online interaction dynamics controlled by social media platforms’ recommender systems while remaining invisible to the affected users. Our preliminary findings show that a game-based direct experience, inspired by the wisdom of crowds phenomenon, can increase the perception of social media influence on participants with statistically significant results compared to standard lecture-based activity. We conclude that developing a tool enabling educators and scholars to easily perform the proposed activity can be helpful to improve digital media literacy effectiveness.
Lomonaco, F., Taibi, D., Trianni, V., Buršić, S., Donabauer, G., Ognibene, D. (2023). Yes, Echo-Chambers Mislead You Too: A Game-Based Educational Experience to Reveal the Impact of Social Media Personalization Algorithms. In G. Fulantelli, D. Burgos, G. Casalino, M. Cimitile, G. Lo Bosco, D. Taibi (a cura di), Higher Education Learning Methodologies and Technologies Online 4th International Conference, HELMeTO 2022, Palermo, Italy, September 21–23, 2022, Revised Selected Papers (pp. 330-344). Springer [10.1007/978-3-031-29800-4_26].
Yes, Echo-Chambers Mislead You Too: A Game-Based Educational Experience to Reveal the Impact of Social Media Personalization Algorithms
Lomonaco, F;Ognibene, D
2023
Abstract
We present a digital media literacy activity composed of (i) an educational talk and (ii) a game-based activity. The aim is to support teachers in developing learning activities to increase awareness of social media threats among students. Through this activity students directly experience phenomena like echo chambers and filter bubbles that can be provoked by harmful online interaction dynamics controlled by social media platforms’ recommender systems while remaining invisible to the affected users. Our preliminary findings show that a game-based direct experience, inspired by the wisdom of crowds phenomenon, can increase the perception of social media influence on participants with statistically significant results compared to standard lecture-based activity. We conclude that developing a tool enabling educators and scholars to easily perform the proposed activity can be helpful to improve digital media literacy effectiveness.File | Dimensione | Formato | |
---|---|---|---|
Lomonaco-2023-Higher Education Learning Methodologies-VoR.pdf
Solo gestori archivio
Descrizione: Whole book containing the chapter
Tipologia di allegato:
Publisher’s Version (Version of Record, VoR)
Licenza:
Tutti i diritti riservati
Dimensione
65.37 MB
Formato
Adobe PDF
|
65.37 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.