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The authors argue that current media literacy games concentrate on misinformation and digital safety. They say creative, participatory and holistic competencies are neglected.
"The Moving Pictures Factory" presents the design and needs assessment of a game-based platform intended to build cinema literacy among primary-school children aged 6 to 12. The authors argue that existing media literacy games concentrate on misinformation and digital safety while neglecting creative, participatory, and holistic competencies. Grounding their work in cinema education principles, including functional, critical, and expressive literacy, awareness of social and cultural contexts, higher-order thinking, and curriculum-aligned activity, they position the platform as a corrective to this imbalance and as a contribution to serious-game design.
The empirical foundation is a 2021 study combining an online survey of 19 educators with two focus groups of six children aged 8 to 12. Teachers recognized clear learning potential, citing engagement, filmmaking skills, and creative expression, but identified substantial barriers to classroom adoption. These included technical infrastructure limitations (raised 14 times), time constraints, the need for teacher training, parental concerns, and cost. Children, particularly the older participants, prized creative freedom and control, gravitated toward themes of magic, mystery, and adventure, and rejected the classroom setting of the sample game as overly restrictive.
The study's central conclusion is that younger and older primary-school children require differentiated, age-appropriate designs, though both groups value creative autonomy and exploration. Older children showed a preference for multiplayer and collaborative play, whereas younger children tended to play alone or with family members. In response to the practical constraints teachers described, the authors recommend low-requirement, short-duration games playable on tablets and smartphones in informal settings. The work is explicitly participatory and situated in its design process; the effectiveness of the platform in building cinema literacy is left as a question for future evaluation.
European Conference on Games Based Learning (ECGBL) · 2025