Manchester Metropolitan University's Research Repository

    Developing critical thinking skills through gamification

    Angelelli, Claudia Viviana, Ribeiro, Geisa Muller de Campos, Severino, Maico Roris, Johnstone, Eilidh, Borzenkova, Gana ORCID logoORCID: https://orcid.org/0000-0001-5576-0275 and da Silva, Dayane Costa Oliveira (2023) Developing critical thinking skills through gamification. Thinking Skills and Creativity, 49. p. 101354. ISSN 1871-1871

    [img] Accepted Version
    File will be available on: 20 June 2024.
    Available under License Creative Commons Attribution Non-commercial No Derivatives.

    Download (522kB)


    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.

    Impact and Reach


    Activity Overview
    6 month trend
    6 month trend

    Additional statistics for this dataset are available via IRStats2.


    Repository staff only

    Edit record Edit record