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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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    • Fake News and Fake Content
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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
  • Contacts

Definitions

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Information Literacy Definition (IL)

A set of skills related to using information resources and their effective use and application in the educational process, as well as in different spheres of social life. The sills defined by the IL lead to identifying the information need, its effective use and forming the critical evaluation of information and information resources.

Information literacy relates to the ability to effectively use information in all formats of the information environment. Its main aim is to build the ability to synthesize and integrate information from different sources. These skills are related to building different competencies in identifying, gathering, planning, evaluating, managing and presenting the learning content. This not only leads to solving tasks related to learning but also to awareness of the different aspects (judicial, social, economic), related to using information, including ethical ones.

Sources:

  1. The Information Literacy User’s Guide. State University of New York. Deborah Bernnard, Greg Bobish, Jenna Hecker, Irina Holden, Allison Hosier, Trudi Jacobson, Tor Loney, and Daryl Bullis.
  2. IFLA Statement on Digital Literacy (18 August 2017).
  3. IFLA Statement on Fake News.  

Fake Content Definition (FC)

Fake content is content disseminated on purpose, involuntarily or for pleasure through the communication channels (verbally, through print or electronic media) without checking the authenticity of the facts and statements in it referring to tried and tested various and independent sources.

Fake content is generated, disseminated and accumulated mostly for the purposes of religious and political propaganda, and its commercial use is mainly linked to the media sensations or commercial corporate aims. More often than not, fake content is generated and circulated involuntarily or for personal entertainment. Historically, fake content is related to self-deceit and biases referring to particular stages of the scientific development of human civilization.

fake news: false news stories, often of a sensational nature, created to be widely shared online for the purpose of generating ad revenue via web traffic or discrediting a public figure, political movement, company, etc.[1]

fake news: concoction of alternative facts[2]


[1] Katy Steinmetz. The Dictionary Is Adding An Entry for ‘Fake News’.// Time. September 27, 2017 http://time.com/4959488/donald-trump-fake-news-meaning/ [online 19.07.2018].

[2] Robert Darnton. The True History of Fake News.//NYR Daily. February 13, 2017 https://www.nybooks.com/daily/2017/02/13/the-true-history-of-fake-news/ [online 21.07.2018].

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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7 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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7 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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8 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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8 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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8 months ago

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TLIT4U – TLIT4U – Improving Transliteracy Skills through Serious Games

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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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