GAME OF MISINFORMATION (GOMI): EDUCATING MISLEADING INFORMATION IN A FUN WAY
DOI:
https://doi.org/10.32890/Keywords:
Education, educational game, misinformation, information securityAbstract
Game of Misinformation (GOMI) is an interactive educational game designed to help teenagers aged above 14 years old identify misleading information in a fun and immersive way. With the rapid growth of the internet, misinformation spreads quickly. An unverified or inaccurate message can lead to confusion and misunderstandings, not only on a personal level but also in society, politics, and national policies. GOMI was developed to address this issue by incorporating learning elements into an enjoyable game format. This study adopts the Agile development methodology, consisting of requirement, design, development, testing, deployment, and review phases, to develop the game prototype. To evaluate the usability and effectiveness of GOMI, a field study was conducted with 30 respondents using the USE (Usefulness, Ease of Use, and Satisfaction) questionnaire. Participants were given a 5-minute gameplay session before completing a structured survey. The results indicate high levels of perceived usefulness, ease of use, and user satisfaction, with most respondents agreeing that the game improved their awareness and ability to identify misinformation. However, the evaluation focuses on short-term usability and perceived learning rather than objective knowledge gain. Future work will incorporate pre- and post-tests to measure learning effectiveness more rigorously. Overall, GOMI demonstrates the potential of serious games as a tool for enhancing media literacy among youth.
References
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Ali Yusny Daud, Tan Pei Yong, Mohd Zabidin Husin

This work is licensed under a Creative Commons Attribution 4.0 International License.







