Enhancing information literacy skills among adolescents through video games. Analysis of relevant gaming proposals


Abstract:

The experience of the pandemic, the perception of uncertainty linked to wars and the role of the social web as a theater of exchange and access to information describes three aspects of society's complexity. These nodes are even more relevant when we consider adolescents and the education task related to the construction of skills, especially in the field that we call information literacy. The contribution reflects on the topic, starting from discussing some video-game proposals devel-oped in recent years (from “Bad News” to “iReporter”), and thinking about the work with adoles-cents, for which video games represent a daily dimension of their media repertoire. What pro-posals are more significant in the light of media education? How could they support the work of teachers, educators, and practitioners?