vMOBilize: Gamifying Civic Learning and Political Engagement in a Classroom Context

被引:9
|
作者
Young, Dannagal G. [1 ]
Baum, Matthew A. [2 ,3 ]
Prettyman, Duncan [4 ]
机构
[1] Univ Delaware, Commun, 250 Pearson Hall, Newark, NJ USA
[2] Harvard Univ, John F Kennedy Sch Govt, Commun, Cambridge, MA 02138 USA
[3] Harvard Univ, John F Kennedy Sch Govt, Publ Policy, Cambridge, MA 02138 USA
[4] Texas Tech Univ, Coll Media & Commun, Lubbock, TX 79409 USA
关键词
Civic engagement; gamification; political socialization; technology;
D O I
10.1080/15512169.2019.1609486
中图分类号
D0 [政治学、政治理论];
学科分类号
0302 ; 030201 ;
摘要
This study presents the results of a quasi-experiment (N=254) conducted over the course of ten weeks in Spring 2016 to assess the effectiveness of a game platform designed to facilitate political engagement, attention, efficacy, knowledge, and participation among college students. Results indicate positive effects of game play on several key dimensions of political engagement, including voter registration, virtual political participation (following a candidate on Twitter, liking a candidate on Facebook, and watching debates), and consumption of public affairs information (including National Public Radio (NPR), non-NPR political talk radio, and online news aggregator sites). In addition, game play provided significantly greater benefits to students with the lowest rates of political knowledge and engagement at baseline. Overall, participants reported high rates of game satisfaction, with 79% of participants reporting being very to somewhat pleased if they were asked to play the game again. These results are discussed in terms of the implications for civics education, pedagogy, and political engagement among young people.
引用
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页码:32 / 54
页数:23
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