Truths and Lies on the Net: An Educational Experience on Fallacies Through the Game Among Us
Mauro Marino-Jiménez,
Norma Sánchez-Chávez,
Yenny Rivero-Fortón and
Kelly Hernández-Sánchez
SAGE Open, 2025, vol. 15, issue 1, 21582440251327251
Abstract:
Student performance, disciplinary innovation and teaching methodology occupy the main concerns of educational research. Therefore, there is a greater interest in gamification strategies, where digital tools facilitate the development of competitive activities and strengthening of learning. One example of this idea is the use of video games created for non-educational purposes, where disciplinary strategies and/or social skills can be developed. In this paper, the game Among Us is used to develop an educational experience at higher education. Its use helps to develop a methodology for the identification and analysis of fallacies, according to their recurrency and effectiveness. The result of this learning experience led to a greater comprehension about the use of fallacies, favorable perceptions about the use of games for educational experience, and a deeper reflection about social intelligence in the students.
Keywords: gamification; distance education; fallacies; social skills; Among Us (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:sae:sagope:v:15:y:2025:i:1:p:21582440251327251
DOI: 10.1177/21582440251327251
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