2  BACKGROUND 
2.1  Media Literacy and Media Literacy 
Education 
The  spread  of  information  and  communication 
technologies  (ICT)  made  information  accessible  to 
everyone  with  access  to  the  Internet.  This  setting 
deeply  impacted  the  way  we work,  learn, socialize, 
and  made  it  easier  for  anyone  to  create  media  and 
online content. Nowadays, we are all exposed to an 
overwhelming amount of information online, making 
it  difficult  to  understand  messages  and  distinguish 
reliability. 
The  need  to reconsider  how  we  understand  and 
interact  with  information  and  media  has  been 
reinforced  by  recent  global  events.  Information 
literacy  and  the  media  shape  the  way  one  makes 
decisions and behaves toward social-political facts or 
events such as a pandemic. 
Considering the high connectedness context in the 
current global society,  media literacy has  become a 
core  competence in  educational  frameworks around 
the  globe.  Media  literacy  is  “the  ability  to  identify 
different types of media and understand the messages 
they’re sending” (Common Sense Media, n.d.). It is 
directly  related to  topics  such as  21st-century  skills 
and digital citizenship. 
Education  frameworks  presented  worldwide 
show  characteristics  of  strengthening  the  digital 
context of media literacy and stimulating students to 
creativity  and  expression.  However,  Japan  still 
struggles to  incorporate digital media  related topics 
into  the  curriculum,  despite  the  increasingly  high 
internet  penetration  among  elementary  (around 
85.6%)  and  junior  high  school  (95.1%)  students, 
including  access  from  smartphones,  tablets,  and 
personal computers (Cabinet Office, 2018). 
As described by Maekawa et al. (2020), ”the goal 
of the course developed with this research is to bring 
the  fundamental  messages  of  media  literacy 
education  in  a  different  approach  to  media  literacy 
education  practice  at  Japanese  university 
classrooms.” The course, as well as the components, 
were  designed  based  on  the  fundamental  pillars  of 
learning  competencies  (knowledge,  skills  and 
attitude) as described below (Maekawa et al., 2020): 
  Knowledge:  Understand  the  dangers  of 
simplifying and labelling information; 
  Skill:  Understand  the  key  points  to  assess  the 
reliability of the information; 
  Attitude:  Nurture  responsible  behaviour  as  a 
digital citizen. 
The course comprises three modules: 
  About Digital Media Literacy; 
  Information and News Literacy; 
  Behind the ‘Like it’ button. 
Each module was designed to provide a blended-
learning  experience  with  video,  online  interactive 
activities, and group discussions. 
The  impact  of  the  coronavirus  in  all  levels  of 
education made 97% of Japanese universities offer all 
courses online  during the  first half  of  the academic 
year  (Digital  Knowledge,  2020),  with  many  still 
remote as of  the first half of 2021. Because of that, 
the  course  structure,  as  well  as  all  its  components, 
were  designed  also  for  online,  offline,  or  hybrid 
learning environments. 
2.2  Serious Games in the Context of 
Fake News 
Digital games are a part of daily life in Japan. In 2018, 
the number of game players in Japan was estimated 
to  be  67.6  million  (Newzoo,  2018),  a  number  that 
represents  more  than  half  of  the  entire  country’s 
population.  The  popularity of digital  games is  often 
associated  with  engaging  and  meaningful 
experiences. 
In  education,  their  potential  for  interactive 
learning  environments  and  collaborative  learning 
experiences have  been  seen  in  the  shape  of  serious 
games (Anastasiadis et  al.,  2018). The  term  serious 
games can be defined as “any piece of software that 
merges  a  non-entertaining  purpose  (serious)  with  a 
video game structure” (Djaouti et al., 2011).  Serious 
games  are  also  often  seen used  in conjunction with 
other terms such as edutainment, digital game-based 
learning, and immersive learning simulator (Alvarez 
& Djaouti, 2011). 
Schifter (2013) highlights the connection between 
serious  games  and  21st-century  classrooms  with 
games as external motivators, for drills, practices, and 
other  types  of  learning.  Additionally,  the  games’ 
virtual  environments  can  represent  a  safe 
environment  in  which  students  can  experience  and 
experiment  with  their  skills  and  knowledge 
(Anastasiadis et al., 2018). As such, games represent 
a safe zone to try new approaches and ideas, without 
real-world  repercussions  if  they  turn  out  to  not  be 
good. Failure itself can be seen as a step conducive to 
learning, which can help to initiate collaboration and 
dialogue  between  peers  and  provide  learners  with 
new insights (Anderson et al., 2018). 
Serious games have been one of the ways utilized 
to  work  with  the  problems  caused  by  fake  news. 
Several  games  have  been  done  utilizing  different