Mass media and gamification in teaching
DOI:
https://doi.org/10.63734/JNFDE.02.01.004Keywords:
Media, Gamification, Teaching, Interactive learningAbstract
The present article focuses on the inclusion of media and games in teaching, as both can become effective educational tools given that they are an integral part of students’ lives. As teachers, we may not always reflect on the ways in which we could improve our teaching methods by using mass media. As a result of attending a Digital Media Education course, I have become more aware of the wide range of activities that can be developed with secondary school students. Thus, by integrating key concepts such as media education or media literacy - which focus on developing critical thinking skills and on analysing, evaluating, and creating media messages, shifting users from passive consumers to active and informed participants - I have obtained unexpectedly positive results.
The study is based on a practical, classroom-oriented approach, combining media education principles with gamification techniques in secondary school teaching. Learning activities included the analysis of media content, creation of media products, and game-based tasks. In addition, a post-lesson reflective process was conducted through guided questions addressed to students, with responses interpreted by the teacher to evaluate learning outcomes and improve instructional practices.
The results indicate that integrating media and gamification increases student engagement, motivation, and participation. Students demonstrated improved critical thinking, digital literacy, and collaborative skills. The use of real-life media content and interactive tasks contributed to better understanding and retention of information, while gamification elements supported active and enjoyable learning experiences.
The findings suggest that combining media literacy and gamification represents an effective strategy for modern education.
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