Storytelling and gamification as tools for teaching information literacy

Welcome onboard. Your research vessel is waiting for you at the harbor. Your destination: Antarctica. Your goal: Save the world. Along the way you will encounter perilous waters and daring tasks. Sharpen your source criticism and find the right answers before it’s too late. This is Kylmä keikka - th...

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Published in:Septentrio Conference Series
Main Authors: Pudas, Annamari, Örn, Anitta
Format: Article in Journal/Newspaper
Language:unknown
Published: Septentrio Academic Publishing 2020
Subjects:
Online Access:https://septentrio.uit.no/index.php/SCS/article/view/5410
https://doi.org/10.7557/5.5410
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spelling ftunitroemsoe:oai:ojs.henry.ub.uit.no:article/5410 2023-05-15T13:32:51+02:00 Storytelling and gamification as tools for teaching information literacy Pudas, Annamari Örn, Anitta 2020-03-13 https://septentrio.uit.no/index.php/SCS/article/view/5410 https://doi.org/10.7557/5.5410 unknown Septentrio Academic Publishing https://septentrio.uit.no/index.php/SCS/article/view/5410 doi:10.7557/5.5410 Copyright (c) 2020 Annamari Pudas, Anitta Örn Septentrio Conference Series; No. 3 (2020): Creating Knowledge X 2387-3086 10.7557/scs.2020.3 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Non-refereed conference presentation 2020 ftunitroemsoe https://doi.org/10.7557/5.5410 https://doi.org/10.7557/scs.2020.3 2022-01-05T23:56:54Z Welcome onboard. Your research vessel is waiting for you at the harbor. Your destination: Antarctica. Your goal: Save the world. Along the way you will encounter perilous waters and daring tasks. Sharpen your source criticism and find the right answers before it’s too late. This is Kylmä keikka - the Antarctic challenge. Kylmä keikka edugame is developed in ESR project Poluttamo – Adaptable learning Paths. Our goal was to test how storytelling and gamification works in teaching information literacy. The focus of the learning content is in the source criticism and recognizing facts from fake news. Story connecting to climate change suited our purposes due to its controversial nature. The game was developed for the vocational school students, but it has also been tested in the higher education level. At the current state, the game is still developing. It has been developed by using free tools and platforms. This allowed us to test the story and the game ideas. We are hoping that the game could be developed further for example adding more visual content to it and to make it truly an online multiplayer game. We believe that by bringing in the more advanced interactive aspect to the game, where players could communicate with each other and with the content or assignments online, it would improve the educational outcome. At he moment the game is available only in Finnish. An English version is estimated to be published in Spring 2020. Article in Journal/Newspaper Antarc* Antarctic Antarctica University of Tromsø: Septentrio Academic Publishing Antarctic The Antarctic Septentrio Conference Series 3
institution Open Polar
collection University of Tromsø: Septentrio Academic Publishing
op_collection_id ftunitroemsoe
language unknown
description Welcome onboard. Your research vessel is waiting for you at the harbor. Your destination: Antarctica. Your goal: Save the world. Along the way you will encounter perilous waters and daring tasks. Sharpen your source criticism and find the right answers before it’s too late. This is Kylmä keikka - the Antarctic challenge. Kylmä keikka edugame is developed in ESR project Poluttamo – Adaptable learning Paths. Our goal was to test how storytelling and gamification works in teaching information literacy. The focus of the learning content is in the source criticism and recognizing facts from fake news. Story connecting to climate change suited our purposes due to its controversial nature. The game was developed for the vocational school students, but it has also been tested in the higher education level. At the current state, the game is still developing. It has been developed by using free tools and platforms. This allowed us to test the story and the game ideas. We are hoping that the game could be developed further for example adding more visual content to it and to make it truly an online multiplayer game. We believe that by bringing in the more advanced interactive aspect to the game, where players could communicate with each other and with the content or assignments online, it would improve the educational outcome. At he moment the game is available only in Finnish. An English version is estimated to be published in Spring 2020.
format Article in Journal/Newspaper
author Pudas, Annamari
Örn, Anitta
spellingShingle Pudas, Annamari
Örn, Anitta
Storytelling and gamification as tools for teaching information literacy
author_facet Pudas, Annamari
Örn, Anitta
author_sort Pudas, Annamari
title Storytelling and gamification as tools for teaching information literacy
title_short Storytelling and gamification as tools for teaching information literacy
title_full Storytelling and gamification as tools for teaching information literacy
title_fullStr Storytelling and gamification as tools for teaching information literacy
title_full_unstemmed Storytelling and gamification as tools for teaching information literacy
title_sort storytelling and gamification as tools for teaching information literacy
publisher Septentrio Academic Publishing
publishDate 2020
url https://septentrio.uit.no/index.php/SCS/article/view/5410
https://doi.org/10.7557/5.5410
geographic Antarctic
The Antarctic
geographic_facet Antarctic
The Antarctic
genre Antarc*
Antarctic
Antarctica
genre_facet Antarc*
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Antarctica
op_source Septentrio Conference Series; No. 3 (2020): Creating Knowledge X
2387-3086
10.7557/scs.2020.3
op_relation https://septentrio.uit.no/index.php/SCS/article/view/5410
doi:10.7557/5.5410
op_rights Copyright (c) 2020 Annamari Pudas, Anitta Örn
op_doi https://doi.org/10.7557/5.5410
https://doi.org/10.7557/scs.2020.3
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