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Doctoral Thesis
DOI
https://doi.org/10.11606/T.27.2021.tde-22092023-114523
Document
Author
Full name
Daniel Cerqueira Silva
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2021
Supervisor
Committee
Siqueira, Ivan Claudio Pereira (President)
Hilario, Rosangela Aparecida
Jeffrey, Debora Cristina
Neves, Barbara Coelho
Paletta, Francisco Carlos
Ramos, Daniela Osvald
Title in Portuguese
O uso da gamificação para desenvolvimento da competência visual: "fake news" em foco
Keywords in Portuguese
Competência em Informação
Competência Visual
Distúrbios Informacionais
Fake News
Fotografia Adulterada
Gamificação
Abstract in Portuguese
Aborda o universo das notícias falsas sob a perspectiva foto-imagética. Sugere a mudança de entendimento sobre o termo fake news, visto que o mesmo tem sido utilizado de forma pouco apropriada. Problematiza a teoria dos Distúrbios Informacionais, considerando-a como substrato teórico mais abrangente e alinhando para tratar sobre a desordem informacional da Internet. Debate alguns aspectos filosóficos, imagísticos e imaginários da fotografia, considerando a massificação descontrolada das imagens e suas eventuais narrativas manipuladoras. Objetivo: tem como premissa o ensino da Competência Visual para prevenir a informação falsa. Trata sobre as técnicas de identificação de fraudes a partir de traços de adulterações fotográficas com o objetivo de tematizar situações de dissuasão fraudulenta. Utiliza estudos teóricos pesquisados na literatura de forense de detecção de imagens adulteradas (Image Forensics), com técnicas Leitura de Imagem, e estudos sobre Ética no Fotojornalismo, além de pesquisas na literatura de Competência Visual buscando desenvolver o software gamificado De Olho na Fake. Método: estudo elaborado a partir de pesquisa bibliográfica e documental por meio de análise quali-quantitativa que mensurou a frequência tipológica, temática e temporal das adulterações fotográficas utilizadas em notícias falsas ou manipuladoras com exemplos de 1860 a 2020, totalizando 507 casos. Conta com desenho pré-experimental para a realização da fase aplicada da pesquisa, optando-se pela utilização de estratégia de testagem baseada na experiência do usuário (User Experience). Resultados: o jogo educativo foi criado com o objetivo de possibilitar que conhecimentos sobre a detecção de fraudes fotográficas sejam adquiridos pelos usuários e para tanto, foi utilizado o método de Aprendizagem Baseada em Design (Design-Based Learning), buscando facilitar a conexão dos elementos lúdicos e de aprendizagem. As respostas dos questionários de avaliação do jogo educativo sugerem resultados positivos, considerando que todas as mensurações efetuadas com base na Análise de Ranking Médio superaram a média. Conclusões: o estudo pode contribuir para um melhor entendimento sobre os Distúrbios Informacionais. E a gamificação desenvolvida se mostrou eficaz, ao ajudar os participantes da pesquisa no aprimoramento da acuidade da Competência Visual em situações que envolviam a fotografia adulterada e a manipulação da informação.
Title in English
The use of gamification to develop Visual Competence: fake news in focus
Keywords in English
Fake News
Gamification
Image Forensics
Information Literacy
Informational Disorder
Tampered Images
Visual Literacy
Abstract in English
Addresses the universe of false news from a photo-image perspective. It suggests a change in the understanding of the term fake news, as it has been used inappropriately both by the general public and by the specialized literature. It brings new knowledge about the theory of Informational Disorders, considering it as the one with the most comprehensive theoretical substrate and aligning to deal with the informational disorder of the Internet. It debates the philosophical, imaginary and imaginary factors of photography, and how the uncontrolled massification of these images has been attributing manipulative narratives both to specific groups of people and to the general public. Objective: Its premise is the development and teaching of Visual Competence to prevent false and manipulative information. It deals with the techniques for identifying fraud from the traces of photographic adulterations in order to avoid situations of deterrence through untrue narrative. It included theoretical and practical studies researched in the forensic literature on the detection of adulterated images (Image Forensics), with Image Reading techniques, and studies on Ethics in Photojournalism, as well as research in the Visual Competence literature itself to enable the development of the software gamified Keeping an eye on fake. Method: study based on bibliographic and documentary research made possible by quali-quantitative analysis that measured the typological, thematic and temporal frequency of photographic adulterations used in false or manipulative news, with examples from 1860 to 2020, totaling 507 cases. It has a pre-experimental Design to carry out the applied phase of the research and thus, it was decided to use the testing strategy based on the user experience (User Experience) so that improvements were achieved and the consequent validation of the aforementioned application. Results: the aforementioned application was created with the objective of enabling knowledge about the detection of photographic fraud to be acquired by its users. And for that, the Design-Based Learning method was used to facilitate connection of playful and learning elements within the same tool. Regarding the answers to the tool evaluation questionnaires answered by the volunteers, it was noticed that the results were mostly positive, since all means of the Average Ranking Analysis were above 3, that is, higher than the average. Conclusions: the study of adulterated photographs was relevant and contributing to a better understanding of Informational Disorders. And the developed Application was effective in helping research participants were able to improve their Visual Competence in situations that involved the use of adulterated photography for the constitution of manipulative information.
 
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Publishing Date
2023-09-22
 
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