| 英文摘要 |
This study integrates critical thinking instruction with competitive board game activities to explore their applications and effects in teach¬ing disinformation recognition. The research participants consisted of 50 gifted 11th-grade students from science-mathematics and language arts programs, who were randomly assigned to either the experimental or control group, with 25 students in each. The experimental group par¬ticipated in a weekly elective course titled“Disinformation Production Traceability and Direct Marketing”, while the control group received in-tegrated disinformation instruction within a civic practice course during the same period. Pre- and post-tests were administered using the same information literacy scale at the beginning and end of the semester to as¬sess learning outcomes. The curriculum for the experimental group was co-designed by two interdisciplinary high school teachers and included components of disinformation literacy education, critical thinking train¬ing, and competitive board game simulations. Through engaging game¬play, scenario-based role-play, and structured text debates, the course aimed to enhance student motivation, foster analytical and evaluative skills, and internalize key concepts related to disinformation detection. The results indicated that the experimental group significantly outper¬formed the control group on the post-test, demonstrating that a gamified approach to disinformation instruction effectively improved students’ability to critically assess and identify false or misleading information. |