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    • 1 – Elaboration of a Competency Tree
    • 2 – Game-based Model for Information Literacy Training
    • 3 – Game Design Template
    • 4 – Games
    • 5 – Online Platform
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  • Project
    • NAVIGATE in 7 minutes
    • Publications
    • Definitions
    • Transnational meetings
    • Related projects
  • Partners
  • Outputs
    • 1 – Elaboration of a Competency Tree
    • 2 – Game-based Model for Information Literacy Training
    • 3 – Game Design Template
    • 4 – Games
    • 5 – Online Platform
  • Contributions
    • Fake News and Fake Content
    • Game-based Learning
    • Information Literacy
  • Events
  • News
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Information Literacy: A Game-based learning approach for Avoiding Fake Content

The need for Information Literacy (IL) has been determined by two main societal pressures.

  1. The information explosion and the spread of ICT; this technology has made it easy for everyone to access information and IL is now a basic competence.
  2. The EU reform of continuing education from the year 2000: every student must achieve IL competence when European policies for lifelong learning are implemented.

Having the ability to use the best digital technologies to bring about innovation improves everyone’s employability, especially for young people.

The NAVIGATE project is funded by the Erasmus+ Programme of the European Union (EACEA), and started in September 2017 and lasts for 3 years. It builds upon important research results in the field of IL implemented in the European Higher Education Area in the last decade.
By applying a game-based approach to IL training of Bachelor’s students in Humanities in Europe, innovation can be brought into this field.
The NAVIGATE project’s use of digital games in IL training in university environment will provoke students’ active involvement through research, experimentation, competition and cooperation. The traditional understanding of IL will be extended, as the training based on games adds the ability to collaborate in digital environments.

To achieve the objectives of the project, quantitative and qualitative methods of analysis will be applied in standardized questionnaires and focus groups. Through the method of modeling (simulation of a real-life environment/situation and a game-based learning), the students’ level of IL will be monitored.

A “post-project” will focus on disseminating the NAVIGATE model among other relevant stakeholders. IL games can be used in libraries and information centres for the life-long learning of users of different ages and social statuses.

Main objectives:

  • To elaborate a competency tree and a synthesised syllabus goal with core IL skills like finding, evaluating and using information effectively.
  • To develop a game-based model for IL training involving a syllabus based on the competency tree; games included in the syllabus; working modules with specific game tasks and game-based learning activities.
  • To design a model of scenarios for the IL games.
  • To develop IL games and implement an online platform to integrate the game-based learning model.
  • To elaborate a handbook of the method to support future users of a game-based learning approach to IL.

Expected results:

  • Traditional models of teaching will be changed as interactive serious games are integrated in the training.
  • IL trainers’ competences will be improved.
  • Students’ interest in learning in general will be stimulated.
  • The product will be further improved and upgraded by using students and tutors’ feedback.
  • The NAVIGATE training model will be applied in other institutions (public and academic libraries).
  • Criteria for synchronised learning and assessment will be elaborated.
  • IL competences, which are fundamental today for every occupational area, will be improved for students in participating universities.
  • Students and tutors’ motivation for applying innovative methods and forms of education will increase.

 

 

News

  • NAVIGATE @ ASERL webinar, USA
  • NAVIGATE Participation: 17th Italian Research Conference on Digital Libraries (IRCDL)
  • Заключителна конференция по проект Navigate – 10.12/11.12.2020 г.
  • Our event, “NAVIGAME SERIOUS GAMES – Giochi per rinnovare la didattica”, finished successfully
  • REMOTE HACKATHON, NAVIGAMES WORKSHOPS @ ONLINE – UNIVERSITY OF PARMA

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8 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

translit-eu.unibit.bg

Serious games also known as applied games are interactive group of games that allow players to carry out activities that enable them to practice and achieve skills (Walz, Deterning, 2015). A key characteristic of serious games is that they augment the moment of pleasure with knowledge and skills use...

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9 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

translit-eu.unibit.bg

Augmented Reality is an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device such as a smartphone camera (Augmented reality n.d.) or it is a system that enhances the real world by superimposing computer-gen...

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9 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

translit-eu.unibit.bg

The Immersive Technology creates distinct experiences by merging the physical world with a digital or simulated reality (An introduction to immersive technologies 2020). Since immersive technology leverages the 360 space/sphere, users can look in any direction and see content. Some types of immersiv...

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9 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

translit-eu.unibit.bg

The term „soft skills“ is used to indicate a set of intangible personal qualities, traits, attributes, habits and attitudes that can be used in many different types of jobs. As they are broadly applicable they are also seen as transferable skills. Examples of soft skills include: empathy, leader...

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10 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

translit-eu.unibit.bg

World Economic Forum defines the Fourth Industrial Revolution as a fundamental change in the way we live, work and relate to one another. It is a new chapter in human development, enabled by extraordinary technology advances commensurate with those of the first, second and third industrial revolutio...

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