Evidence map›Paper›PMID 37360225›Full record

ArticleThinking skills and creativity2023

Developing critical thinking skills through gamification.

Claudia Viviana Angelelli, Geisa Muller de Campos Ribeiro, Maico Roris Severino, Eilidh Johnstone, Gana Borzenkova, Dayane Costa Oliveira da Silva

Open access · greenAbstract read
In one paragraph

Article in Thinking skills and creativity, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed, 1 pooled it
23.2field-weighted citation impact, top 1% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 1 synthesis or guideline pooled it, 56 citations in OpenAlex.

  1. Pooled it
  2. Trial
  3. Article
  4. Article
  5. Article
  6. Community-Driven Health Promotion: Evaluation of a Rural Microgrant Program.Health expectations : an international journal of public participation in health care and health policy · 2024
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 2 institutions in 3 countries.

Claudia Viviana AngelelliHeriot-Watt University, Centre for Translation and interpreting Studies in Scotland; School of Social Sciences, EH144AS, Edinburgh, Scotland.
Geisa Muller de Campos RibeiroUniversidade Federal de Goiás (UFG) - Faculdade de Informação e Comunicação (FIC) and Faculdade de Ciências e Tecnologia (FCT), Avenida Esperança s/n, Câmpus Samambaia, 74690-900, Goiânia, Brazil.
Maico Roris SeverinoUniversidade Federal de Goiás (UFG) - Faculdade de Informação e Comunicação (FIC) and Faculdade de Ciências e Tecnologia (FCT), Avenida Esperança s/n, Câmpus Samambaia, 74690-900, Goiânia, Brazil.
Eilidh JohnstoneHeriot-Watt University, Centre for Translation and interpreting Studies in Scotland; School of Social Sciences, EH144AS, Edinburgh, Scotland.
Gana BorzenkovaHeriot-Watt University, Centre for Translation and interpreting Studies in Scotland; School of Social Sciences, EH144AS, Edinburgh, Scotland.
Dayane Costa Oliveira da SilvaUniversidade Federal de Goiás (UFG) - Faculdade de Informação e Comunicação (FIC) and Faculdade de Ciências e Tecnologia (FCT), Avenida Esperança s/n, Câmpus Samambaia, 74690-900, Goiânia, Brazil.
Heriot-Watt University · GBUniversidade Federal de Goiás · BR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Misinformation as well as the proliferation of fake news has been a problem during COVID-19 pandemic. This has affected many vulnerable communities in Brazil. The ability to understand and sort out pieces of reliable information and fake news has become a fundamental cognitive skill. In this study we report on the development of a serious game (a card-based role-playing game) using Brazilian folk heroes aimed to develop critical thinking skills to empower vulnerable communities affected by misinformation and fake news. Four groups located in the city of Goiânia (Brazil) participated in this research: one group of people experiencing homelessness; two groups of favela residents (one urban and one in the suburbs) and one group of recyclable material collectors from a cooperative. We gained entry and built trust with each of these groups and worked together for 10 months during the pandemic. We conducted participatory observations, individual interviews with each participant and discussed their daily interaction with information, specifically in the context of the covid-19 pandemic. The analyses of the observations and interview data gave us a glimpse of the communicative needs of the groups. Inserting players into a narrative where they can make decisions based on critical thinking and their own reflections on the pandemic was important for building knowledge and developing critical thinking in these communities. The nature of the game (interactive and cooperative) allowed participants to focus on problem-solving skills and group work. It encouraged them to use real-life knowledge and skills to solve the fictional problems presented by the narrative.

Indexed as

Diverse literacy levelsEmpirically driven materialsFolk cultureSerious gamesVulnerable communities

Identifiers

PMID37360225
PMCPMC10279556
OpenAlexW4381334605

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.