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Science journalist for one day

A serious game to delve into the challenges in disseminating seismological and volcanological knowledge

Bibliographic Data

ID22028431
AuthorsStefano Solarino (0000-0002-9577-1347, Istituto Nazionale di Geofisica e Vulcanologia, corresponding author), Elena Eva (0000-0001-6054-1325, Istituto Nazionale di Geofisica e Vulcanologia)
Year2024
Volume115
Pages105059
Publication date2024-12-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Disaster Risk Reduction (JOURNAL)
Journal identifiersISSN: 2212-4209
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.ijdrr.2024.105059
OpenAlexW4405040332
LanguageEN
References cited18

This paper presents an overview of the serious game "Science journalist for one day" in which players assume the role of journalists and “write” scientific articles that report on a major earthquake and a volcanic eruption. The aims of the game range from assessing the players' knowledge of the topics addressed within the game to the ability to distinguish between false news and scientifically reliable information to understanding the challenges associated with communicating scientific themes. We examine the potential and effectiveness of this game in the realm of education. We show that students tend to focus on the effects of a phenomenon more than on the causes of it. This may be an advantage when writing an article since it can attract attention, but it is less valuable in a scientific context. Moreover, we point out the confusion that arises when distinguishing between different ways of measuring a phenomenon. All activities related to dissemination and education must undergo evaluation to ascertain their effectiveness. In our case, we gain from the supplementary information obtained by comparing the results of questionnaires administered prior to and after participating in the game. They provide insights into the gaps, misconceptions, and preconceptions held by the players, while their comparison enables us to comprehend, at least partly, the issues that have been clarified. The surveys reveal the effectiveness of employing a playful approach in the comprehension of the complexities in delivering scientific information that be both accurate and easily understandable to a broader range of individuals

Dissemination · Media studies · Political science · Public relations · Sociology · Telecommunications · Educational Games and Gamification · Engineering · Psychology · Video Analysis and Summarization · Virtual Reality Applications and Impacts

  • A systematic literature review of empirical evidence on computer games and serious games

    Open Access•Thomas M Connolly, Elizabeth A Boyle et al.•Computers & Education•2012

  • Role-playing games in natural resource management and research

    Open Access•Maren Wesselow, Susanne Stoll-Kleemann et al.•Geographical Journal•2018

Citation velocityhistorical
Highly citedNo

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