Abstract
In this study, we developed a serious game in which fifth and sixth grade elementary school students who have yet to use Twitter experience flaming in a fictitious setting, with the goal of teaching information literacy and online manners. In our system, elementary school children were able to see their Twitter timeline alongside concurrent real-world conditions. This virtual experience gave them an understanding of Twitter without actually using the service, as well as the opportunity to actively learn what types of posts lead to flaming and to cultivate crisis management skills. Upon evaluation of fifth and sixth grade test subjects, it was found that our system is an effective for information literacy and online manners learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
What is the NFIL?. National Forum on Information Literacy. Accessed 25 Oct 2012
Presidential Committee on Information Literacy: Final Report, 10 January 1989. Accessed 25 Oct 2012
Gillmor, D.: Mediactive. Accessed 2 Feb 2013
Toth, M.: Definitions of Information Literacy. http://www.plattsburgh.edu/library/instruction/informationliteracydefinition.php
Abt, C.: Serious Games. The Viking Press, New York (1970)
Aldrich, C.: The Complete Guide to Simulations and Serious Games, p. 576. Pfeiffer (2009). ISBN: 0-470-46273-6
Reeves, B., Reed, J.L.: Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business School Publishing, Boston (2009)
Matsukura, T.: The teaching materials development for learning an information ethic, Kanazawa University, Departmental Bulletin Paper (2006). http://hdl.handle.net/2297/7227
Yukari, S., Yukino, A., Shinsuke, M., Taketoshi, I.: Evaluation of learning effectiveness of worksheets in a educational serious game. Research report of JET Conferences, vol. 2012, no 1, pp. 381–386, 03 March 2012
Kurt, K.: Principles of Gestalt Psychology, p. 334 (1935)
Zeigarnik, B.G.: Das Behalten erledigter und unerledigter Handlungen. Psychol. Forsch. 9, 1–85 (1927)
GREE teaching materials. http://corp.gree.net/jp/ja/csr/statement/internet-society/educational-activity/teaching-materials
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Sumi, K., Kasai, K. (2017). A Serious Game for Learning Social Networking Literacy by Flaming Experiences. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_3
Download citation
DOI: https://doi.org/10.1007/978-3-319-49616-0_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-49615-3
Online ISBN: 978-3-319-49616-0
eBook Packages: Computer ScienceComputer Science (R0)