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HomeDiseaseCognitiveBoost Critical Thinking Skills with Computer Games in School: Detecting Fake News

Boost Critical Thinking Skills with Computer Games in School: Detecting Fake News

An investigation conducted by researchers at Uppsala University and others revealed that a computer‌ game was effective in improving the ability of upper secondary school⁢ students to differentiate between trustworthy and deceptive news. The findings suggest that this development is a significant​ advancement in preparing young individuals with the necessary ⁣skills to navigate ⁢a world inundated with misinformation. The study ‌emphasizes the⁣ importance of enhancing the capacity to recognize manipulative tactics, ⁣also known as prebunking.”Deep fakes⁣ and other AI-generated disinformation are nearly impossible to detect​ with the naked eye,” explains Thomas Nygren, a Professor of Education at Uppsala​ University. Nygren, along⁤ with three other researchers,⁢ conducted a study with‌ 516 Swedish upper secondary school ⁣students ‍from⁢ four different schools.‌ The study, which was published in⁢ the Journal of Research on Technology ‌in Education, examined the impact ‍of the⁤ game Bad News ​in ‍a classroom setting. This is the ⁢first time the game has⁤ been scientifically tested in a normal classroom environment. Bad News is a game designed ⁢for research and teaching purposes, and the participants were involved in the study.Let’s say​ you’re spreading fake news.‌ According to the study,‌ students who played the game ​by themselves, in pairs, or ‍as a whole​ class with a shared scorecard all saw positive results. This was unexpected for ⁤the researchers, who had thought ‌that students would learn better by working together on the ⁤computer.

“The students got⁢ better at recognizing manipulative techniques in ⁤social media posts and telling the difference between‌ trustworthy and misleading news,” Nygren explains.

The⁣ study also found that students who already had ⁢a positive view of reliable⁤ news ⁢sources were better at identifying disinformation.hat‍ playing a ‌serious game improved students’ attitudes⁣ towards media and information. The ⁤competitive ⁤elements in the game⁢ also increased interest and overall ‌benefit for the students. This‍ study provides ‌valuable insights for teachers⁣ on how‌ serious games can be utilized in formal instruction to enhance media and information⁢ literacy.” The researchers found that students’ assessments‍ of credibility improved and they were able to identify manipulative techniques in a more sophisticated way after playing ⁣the game. The study concludes that serious games have the potential to positively impact learning and promote media literacy in educational settings.More⁣ gamification in the form of competitive elements does not necessarily lead ​to increased learning for⁤ students, although it may be perceived ⁣as more enjoyable and engaging,” Nygren states.

The researchers ‍involved in this study are Carl-Anton Werner Axelsson (Mälardalen and Uppsala), Thomas Nygren ​(Uppsala), Jon Roozenbeek (Cambridge) and Sander⁤ van der ⁤Linden (Cambridge).