Developing critical thinking skills through gamification
Open accessAbstract
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.
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Learning-by-doing in a risk-free environment is known to foster confidence, teamwork, and critical thinking.
“First, by allowing students to learn-by-doing in a risk-free environment, this gamified simulation enabled them to apply concepts and refine skills without real-world repercussions, which is known to foster confidence, teamwork, and critical thinking (76, 77).”
From Global Health Trade Summit: an AI-enhanced simulation of international trade and global health for undergraduate public health education (2025) · cites this paper as [76]
The Serious role-playing games section describes games as a safe space for collaborative problem-solving, and the Results and discussion section reports groupwork and critical thinking as participants applied real-life knowledge to fictional problems. These passages support the risk-free practice, teamwork, and critical-thinking parts of the claim, but the paper does not report that this experience fostered confidence. Page numbers are unavailable in our copy. (LLM, conf=0.86)
Experimental — accuracy not yet measuredGamified learning environments foster active learning and critical thinking by simulating real-world challenges in a structured format.
“Our observations of students collaborating under pressure and systematically considering resource distribution corroborate findings of researchers who have identified that gamified learning environments foster active learning and critical thinking by simulating real-world challenges in a structured format (76, 80).”
From Global Health Trade Summit: an AI-enhanced simulation of international trade and global health for undergraduate public health education (2025) · cites this paper as [76]
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Hasan, S. H., Mulyati, Y., Winarni, N. D. A., Larasati, D., Yuanvanelli, Y. D., Hamimi, E., Roini, C., & Istiqomah, I. (2026) · Multidisciplinary Science Journal · doi:10.31893/multiscience.2026453 · Cited by 1 · see citing works
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Embracing Lifelong Learning Through Gamified Flipped Learning
Babacan, T., & Altaş, E. A. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-1410-4.ch007 · Cited by 1 · see citing works
Brzozowska, M., Morawski, P., Kolasińska-Morawska, K., Sułkowski, Ł., & Seliga, R. (2024) · JOURNAL OF INTERNATIONAL STUDIES · doi:10.14254/2071-8330.2024/17-4/8 · Cited by 1 · see citing works
Nasution, A. R., Ratnawati, R., Syarfuni, S., & Supriatin, A. (2023) · Al-Bidayah Jurnal Pendidikan Dasar Islam · doi:10.14421/albidayah.v15i1.883
Inquisitive Ability on Chemistry Material Gamification with Project Based Learning Approach
Tamansa, S. A., Harefa, N., & Tamba, R. M. (2024) · Jurnal Inovasi Pembelajaran Kimia · doi:10.24114/jipk.v6i1.57561
Catalizando mentes: El sistema didáctico y el desarrollo del pensamiento critico
Córdoba, Y. J. M. (2024) · Ciencia Latina Revista Científica Multidisciplinar · doi:10.37811/cl_rcm.v8i2.11055
Exploring Gender Roles Through Video Games Literature: Fostering Critical Thinking in Education
Mansour, A. W., & Shdouh, A. (2024) · Journal of Lifestyle and SDGs Review · doi:10.47172/2965-730x.sdgsreview.v5.n02.pe03496
Application of Machine Learning Methods to Assess Player Skills via Business Simulation Logs
Gadasina, L. V., MASALIMOVA, A. A., & Vyunenko, L. (2024) · Lecture notes in business information processing · doi:10.1007/978-3-031-76368-7_1
Zwischenberger, M. B., Denk, N., Pasch, H., & Wimmer, S. (2024) · doi:10.57088/978-3-7329-9001-6_15
Creativity-related elements of cognition and emotions influenced by videogames
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Brewing connections: making research inclusive through community cafés
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Designing together: student co-design of educational games in a complex interdisciplinary course
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Critical Thinking and Nano-learning in the Context of SEE Higher Education
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Collaborative Peer-Review Workshops with Paired Student Teams in Software Metrics Education
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Leveraging 21st-Century Digital Practices for Multimodal Literacy Education
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A Pedagogical-Interindividual Model of Situated Critical Thinking in Higher Education
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Emerging Digital and AI Technologies for Creativity and Critical Thinking
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Learning about fake news through design thinking
Ollé, C., Cornelio, G. S., & López‐Borrull, A. (2026) · Frontiers in Communication · doi:10.3389/fcomm.2026.1946436
- Authors
- Angelelli, C. V., Ribeiro, G. M. D. C., Severino, M. R., Johnstone, E., Borzenkova, G., & da Silva, D. C. O.
- Affiliations
- Heriot-Watt University (GB)
- Universidade Federal de Goiás (BR)
- Corresponding author
- Severino, Maico Roris
- Venue
- Thinking Skills and Creativity
- Publisher
- Elsevier BV
- Published
- 2023-09
- Volume
- 49
- Pages
- 101354
- ISSN
- 1871-1871 (ISSN-L)
- PMC
- PMC10279556
- OpenAlex
- W4381334605
- Cited by
- 67
- References
- 69
- Citations by year
- 2026: 18 · 2025: 24 · 2024: 19 · 2023: 6
- FWCI
- 32.51
- Type
- journal article
- Language
- en
- Open access
- green
- www.ncbi.nlm.nih.gov
- Licence
- Locations
- Thinking Skills and Creativity (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- e-space (Manchester Metropolitan University) (submittedVersion)
- Funders
- Arts and Humanities Research Council (AH/V007025/1)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Misinformation and Its Impacts
- Social Sciences › Education › Education and Critical Thinking Development
- Keywords
- critical thinking, gamification, serious games, misinformation, fake news, COVID-19 pandemic, vulnerable populations, homeless people, favela residents, recyclable material collectors, information literacy, problem-solving skills, Goiânia
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