TY - JOUR
T1 - Truths and Lies on the Net
T2 - An Educational Experience on Fallacies Through the Game Among Us
AU - Marino-Jiménez, Mauro
AU - Sánchez-Chávez, Norma
AU - Rivero-Fortón, Yenny
AU - Hernández-Sánchez, Kelly
N1 - Publisher Copyright:
© The Author(s) 2025.
PY - 2025/1/1
Y1 - 2025/1/1
N2 - Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.
AB - Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.
KW - Among Us
KW - distance education
KW - fallacies
KW - gamification
KW - social skills
UR - http://www.scopus.com/inward/record.url?scp=105000324313&partnerID=8YFLogxK
U2 - 10.1177/21582440251327251
DO - 10.1177/21582440251327251
M3 - Artículo
AN - SCOPUS:105000324313
SN - 2158-2440
VL - 15
JO - SAGE Open
JF - SAGE Open
IS - 1
ER -