TruthQuest: Disinfo Decrypt PH
"TruthQuest: Disinfo Decrypt PH" addresses the pressing problem of digital disinformation and the lack of media literacy among Philippine youth. In the age of social media, "fake news" and disinformation are prolific, and often go unchallenged, particularly in the Philippines where social media usage is among the highest in the world.
The scale of the problem is massive. It affects the over 115 million people living in the Philippines, as well as the over 12 million Filipinos living and working overseas, including over 4 million in the United States and over 2.5 million in the Middle East. The majority of these individuals consume news primarily from online sources, making them susceptible to online disinformation campaigns.
In addition to the widespread direct impact of disinformation, it's important to note the broader societal implications. The spread of fake news and propaganda can contribute to political instability, social division, and undermine democratic processes, as evidenced by the misinformation campaigns in recent Philippine elections.
Several factors contribute to the problem. Firstly, the high social media usage among Filipinos provides a fertile ground for the spread of disinformation. Secondly, the country's political landscape, characterized by corruption and poor regulation, makes it vulnerable to targeted disinformation campaigns. Thirdly, there is a lack of widespread digital literacy skills necessary to discern fact from fiction online.
Our solution directly relates to these contributing factors. By enhancing digital literacy and critical thinking skills among Filipino youth, we can increase their ability to recognize and resist online disinformation. Through our learning games, we aim to provide an engaging and immersive way for young Filipinos to understand the mechanisms of disinformation, the role of a free press, and the importance of critical thinking in the digital age.
To highlight the urgency of the problem, it's worth noting that the Philippines has been called the "patient zero" for targeted political advertising experiments. These practices have then been carried over into other countries, demonstrating the global scale and significance of this issue. Our solution, while focusing on the Philippines, thus has potential for wider application and impact in the global fight against disinformation.
Our solution is "TruthQuest: Disinfo Decrypt PH," an innovative series of educational games designed to enhance digital literacy among the youth in the Philippines. Using an immersive, role-playing format, the games will engage students with complex issues of disinformation campaigns and the role of a free press in a democratic society.
The game series will be deployed on multiple platforms – mobile phones, web browsers, and VR headsets – to ensure maximum accessibility. This solution utilizes game-based learning, a pedagogical approach that motivates and engages learners by integrating educational content into gameplay. Each game in the series will present different scenarios and roles for students to play, such as a populist politician, a social media influencer, or a courageous journalist, offering various perspectives on the information ecosystem.
One example of a game concept is a simulation where the player runs a "Troll Farm," disseminating disinformation to influence public sentiment. The goal is to scale up and build a successful Troll Farm, weaponizing social media to disrupt the country's electoral system. This unique perspective helps students understand the mechanics and intentions behind organized disinformation, thereby enabling them to identify and resist such tactics in real life.
At the heart of this solution is the focus on critical thinking and digital literacy. The games will teach students to analyze online news and social media posts, identify propaganda techniques, and understand the business models of websites like Facebook that may promote emotionally charged, divisive content over factual information.
"TruthQuest: Disinfo Decrypt PH" is a product of collaborative expertise, integrating principles of digital learning design, game-based learning, and an understanding of Filipino media, journalism, and society. With advisors contributing insights into digital cultures, marginality, and the struggle against government oppression, the game series promises an authentic and impactful learning experience for the players.
Our solution, "TruthQuest: Disinfo Decrypt PH," is primarily designed to serve the youth in the Philippines, particularly those aged 13-24. This demographic constitutes approximately 27% of the country's population or nearly 30 million individuals. This age group is digitally active, with the Philippines having one of the highest social media usage rates globally - on average, Filipinos spend nearly four hours on social media daily. However, this digital engagement is also accompanied by an increased risk of exposure to disinformation, misinformation, and propaganda campaigns.
Youth, especially those in developing nations like the Philippines, are often underserved in terms of digital literacy education. As per a 2020 UNESCO report, only 48% of schools in the Philippines had access to the internet, and even fewer had digital literacy incorporated into their curriculum. This gap leaves young people vulnerable to the impacts of disinformation and misinformation, leading to societal discord and erosion of democratic values.
Our game-based learning solution directly addresses this challenge. "TruthQuest: Disinfo Decrypt PH" will not only provide an accessible and engaging way to develop digital literacy skills but will also promote critical thinking and a deeper understanding of the media's role in society. It will help young people identify and resist disinformation, leading to more informed decision-making and active citizenship.
This new game series will raise awareness about the complex dynamics of the information ecosystem, such as the financial incentives for spreading sensationalist and divisive content. This understanding will help Philippine youth become more discerning consumers and producers of information, thereby contributing to a healthier digital landscape.
Our cross-disciplinary team of experts is uniquely positioned to build our "TruthQuest: Disinfo Decrypt PH" solution because of our blend of academic expertise, professional experience, and strong connection to the Filipino community.
As the team lead, Dr. Spencer Striker brings an extensive background in digital media design and learning, with a focus on interaction design and video games. His successful projects, including "History Adventures: World of Characters," have demonstrated his ability to create engaging, educational digital experiences. He is well-versed in the nuances of the ever-evolving digital landscape and its implications for youth education.
Dr. Katrina Paola B. Alvarez, our co-lead, strengthens our proximity to the target community. Being based in the Philippines and actively teaching communication and media ethics to students at De La Salle University, she understands the local digital ecosystem, its challenges, and the specific needs of our young learners. Her research interests in online game and media culture, coupled with her experience in journalistic settings, further bolster our solution's relevance and effectiveness.
Our project advisors, Ramona S. Diaz and Dr. Cheryll Soriano, contribute valuable perspectives. Diaz, an award-winning filmmaker, provides storytelling expertise, essential in creating a compelling narrative for the game. Dr. Soriano, with her research on digital cultures, marginality, and disinformation, brings an understanding of the socio-political implications of communication technologies.
Our team isn't just designing a solution for the community - we are part of it. We are educators, researchers, digital design professionals, and media practitioners who live and work within the very cultures we aim to serve. We are aware of the disinformation crisis and its impact on our societies, having witnessed and studied it firsthand.
To ensure our solution is genuinely guided by the community's needs, we actively engage with our target audience and stakeholders. We integrate feedback loops into our design process, involving students, educators, and media practitioners in testing and refining the game. We are also committed to incorporating the rich cultural narratives and thought traditions of the Philippines and the Global South into our game design.
- Help learners acquire key civic skills and knowledge, including how to assess credibility of information, engage across differences, understand one’s own agency, and engage with issues of power, privilege, and injustice.
- Philippines
- Qatar
- Prototype: A venture or organization building and testing its product, service, or business model, but which is not yet serving anyone
Our game series, "TruthQuest: Disinfo Decrypt PH," is currently in the prototype stage. We have created concept art that outlines the visual aspects of the game, including its environment and objects. Character designs are finalized, complete with detailed backgrounds.
Our game design documentation serves as the core blueprint, containing detailed descriptions of the game mechanics, level designs, user interface, and artistic direction. We have developed pre-visualization materials such as storyboards and flow diagrams. These materials provide a visual representation of the gameplay sequence and illustrate user interactions.
Utilizing Adobe XD, we have developed an interaction design "paper" prototype. This provides a working model of the game interface, allowing us to test and refine our design. Core game functionalities have been coded in Unity3D--a graybox playable prototype that we will build upon.
Applying to Solve offers an exceptional opportunity for us to advance our project "TruthQuest: Disinfo Decrypt PH". Our objectives for applying to Solve include:
Financial Assistance: While we've made significant progress in developing our game, securing additional funding will allow us to refine the game's design, carry out extensive testing, and ensure its wide distribution among the target audience.
Network Access: Being a part of Solve’s network would open doors to connect with like-minded leaders across industries and sectors. Collaborating with these individuals and organizations can provide us with valuable perspectives and resources that can help enhance our solution.
Expert Advice: The leadership coaching and strategic advice from experts in the Solve and MIT networks would be invaluable. Their guidance can help us navigate the intricacies of implementing our solution effectively and sustainably.
Monitoring and Evaluation Support: Building a strong impact measurement practice is crucial for the continuous improvement of our solution. Solve's support in this area can help us to quantitatively and qualitatively assess our project's impact and make data-driven improvements.
Exposure: Being a part of Solve will also help us gain necessary exposure in the media and at conferences, which can significantly aid in spreading awareness about our solution and the problem we're addressing.
In-Kind Resources: Access to in-kind resources, such as software licenses and legal services, will help in addressing potential technical and legal challenges we may encounter as we continue to develop and distribute our game.
- Business Model (e.g. product-market fit, strategy & development)
- Financial (e.g. accounting practices, pitching to investors)
- Legal or Regulatory Matters
- Public Relations (e.g. branding/marketing strategy, social and global media)
- Technology (e.g. software or hardware, web development/design)
Our solution, "TruthQuest: Disinfo Decrypt PH," innovates in its application of game-based learning to address digital literacy and disinformation issues. The series provides an engaging, interactive, and culturally relevant tool for youth in the Philippines to develop critical digital literacy skills. Rather than traditional pedagogical methods, we use interactive narratives, gamified tasks, and real-world scenarios that mirror the complexities of the digital information landscape.
The game design reflects local context and global south perspectives, filling a gap in educational resources which often lack this representation. This innovation could inspire other educational tech developers to include diverse perspectives in their designs, fostering inclusivity and relevance.
Furthermore, by embedding learning within an entertaining medium, we're making education accessible and appealing, thereby increasing its uptake. Our solution could potentially shift the market towards more localized, game-based educational resources that serve not just to entertain, but also to educate, and equip users with necessary skills to navigate the digital age. This is particularly important in today's context where digital literacy is no longer an optional skill but a necessity.
In the next year, we aim to reach over 100,000 Filipino students with "TruthQuest: Disinfo Decrypt PH," significantly increasing digital literacy levels and reducing susceptibility to disinformation. We plan to accomplish this through partnerships with schools and educational institutions, leveraging their networks for widespread game distribution. Additionally, we'll measure our impact through pre- and post-game surveys assessing players' understanding of digital literacy concepts and their ability to discern factual information.
In five years, our goal is to expand our reach to over one million students across the Philippines and in other Global South countries, establishing our game series as a trusted resource for digital literacy education. To achieve this, we will scale our solution through strategic partnerships with educational entities and governments, localization of game content to cater to diverse audiences, and continuous iteration based on user feedback and learning outcomes. We envision a world where digital literacy is an integral part of education, empowering individuals to navigate the digital world safely and confidently. Through "TruthQuest: Disinfo Decrypt PH," we aim to contribute significantly to this vision.
- 3. Good Health and Well-being
- 4. Quality Education
- 10. Reduced Inequalities
- 16. Peace, Justice, and Strong Institutions
To measure our progress towards our impact goals, we use several key performance indicators (KPIs) aligned with UN Sustainable Development Goal 4: Quality Education and Goal 16: Peace, Justice, and Strong Institutions.
Number of Active Users: This quantifiable metric helps us track the number of students actively engaging with "TruthQuest: Disinfo Decrypt PH," directly indicating our reach.
Pre- and Post-Game Surveys: These surveys assess players' understanding of digital literacy concepts and their ability to discern factual information. Improvement in scores will indicate the effectiveness of our game in enhancing digital literacy.
Feedback and Reviews: User feedback helps us understand how well our game is received, the challenges users face, and the areas for improvement. Positive reviews will signify user satisfaction and the game's impact.
Partnership Growth: The number of partnerships with educational institutions and other organizations is an important indicator of our game's acceptance and the potential to scale.
Dissemination of Disinformation: In cooperation with local institutions, we aim to track changes in the spread of disinformation within our user communities, correlating it with our game's influence.
Our theory of change is based on the principle that increasing digital literacy skills through game-based learning will directly combat the spread of disinformation. We believe that by engaging Filipino youth in an interactive gaming environment, where they actively encounter and combat disinformation scenarios, they will develop critical thinking skills, media literacy, and a better understanding of ethical digital behaviors. With a growing user base, the effect will ripple outwards, resulting in a more informed and resilient digital community. This theory is supported by numerous studies showing the efficacy of game-based learning and its potential to bring about social change.
Our solution is powered by a blend of modern digital technology and game-based learning strategies. The games we're developing are interactive and mobile-based, designed with Unity3D, a robust game development platform. They incorporate artificial intelligence to adapt gameplay and offer personalized learning experiences. The game narratives and challenges are designed to mimic real-life digital environments, exposing players to scenarios they might encounter in digital spaces. This combination of interactive storytelling, AI, and mobile technology fosters an engaging, dynamic learning environment where players can develop and practice critical digital literacy skills in a safe, controlled setting.
- A new application of an existing technology
- Artificial Intelligence / Machine Learning
- Audiovisual Media
- Behavioral Technology
- Crowd Sourced Service / Social Networks
- Imaging and Sensor Technology
- Software and Mobile Applications
- Virtual Reality / Augmented Reality
- Philippines
- Qatar
- United States
- Philippines
- Qatar
- United States
- Nonprofit
Incorporating diversity, equity, and inclusivity into our work is integral to our mission. We understand the necessity of diverse perspectives in the creation and implementation of solutions that truly serve and resonate with diverse populations. Our leadership team represents varied backgrounds, experiences, and regions, embodying the values of diversity and inclusivity. Moreover, we're committed to fostering an equitable environment where everyone has access to opportunities and is valued for their unique contribution. Our games are designed to be universally accessible, providing an inclusive platform for learning. We continually reassess our practices to address any disparities and eliminate barriers, ensuring our work is fully participatory and respectful of all cultures and communities. We honor and echo MIT Solve's commitment to the principles of diversity, equity, and inclusion, and their recognition of Indigenous Peoples' enduring relationship with the land.
As a non-profit initiative under the Institute for Advanced Study of the Global South, our business model prioritizes social impact over profit. We develop and distribute educational digital games designed to engage and educate young adults, especially in the Philippines, about their historical narratives. Our funding primarily comes from grants and philanthropic contributions, enabling us to focus on serving the public good. We collaborate with educational institutions to deliver custom educational content, broadening our reach and impact. Our unique approach blends education and entertainment, making history education more engaging, fostering critical thinking skills, and contributing to the societal enrichment.
- Individual consumers or stakeholders (B2C)
Our plan for financial sustainability is rooted in our non-profit model. We are committed to actively seeking and securing grants and donations from philanthropic entities and individuals who support our mission. Further, we are exploring partnerships with academic institutions and corporations interested in funding our project for research or corporate social responsibility purposes. We also plan to apply for government funds available for educational and cultural initiatives. As we grow, we aim to create a reserve fund to manage fluctuations in funding, ensuring the longevity and impact of our project.
Our approach to game-based learning has resonated with several prominent foundations and philanthropic entities, leading to significant grant funding. This not only validates our innovative approach but also demonstrates the potential of our solution to revolutionize learning. This early success serves as a positive indicator of our ability to sustain our mission financially in the long term.
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Associate Professor of Digital Media Design