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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
  • Contributions
    • 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

Publications

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  • Publications
  • Zanichelli, F., Encheva, M., Thabet, B., Tammaro, A. and Conti, G., 2021. Serious Games for Information Literacy: Assessing Learning in the NAVIGATE Project. In: Italian Research Conference on Digital Libraries. [online] pp.78-90. Available at: <http://ceur-ws.org/Vol-2816/> [Accessed 9 March 2021]. Preprint: paper 4_Zanichelli et.al
  • Zlatkova, P. and Borisova, M., 2020. APPLICATION OF EDUCATIONAL GAMES IN THE WORK OF BULGARIAN LIBRARIES. In: 14th International Technology, Education and Development Conference. pp.3193-3196.
     https://library.iated.org/view/ZLATKOVA2020APP
  • Encheva, M., Tammaro, A. and Kumanova, A., 2020. Games to Improve Students Information Literacy Skills. International Information & Library Review, 52(2), pp.130-138. Preprint: preprint 3_Encheva et.al
  • Енчева, М. and Златкова, П., 2019. НАВИГЕЙТ: Педагогически модел, базиран на игри за повишаване на информационната грамотност на студенти-хуманитари в България, Италия и Швеция. In: Общество на знанието и хуманизмът на XXI век: сборник са научни доклади от XVII национална научна конференция с международно участие. pp.486-498. Статия: preprint 2_Encheva_Zlatkova
  • M. Encheva, A. M. Tammaro, M. Brenner, GAME-BASED LEARNING: A COGNITIVE PEDAGOGICAL APPROACH FOR IMPROVING STUDENTS’ INFORMATION LITERACY. IFLA WLIC, Athens, 2019.
  • E. Longhi, WHEN INFORMATION LITERACY IS AT STAKE, Biblioteche Oggi, July 2019. (The publication is in Italian: “Quando è in gioco l’Information Literacy”).
  • S. Menon, NAVIGATE: AN EUROPEAN PROJECT FOR SUPPORTING INFORMATION LITERACY THROUGH GAMES, Bricks, №5, 2018 – GAMIFICATION PER LA SCUOLA E OLTRE. Online magazine, ISSN: 2239-6187. (The publication is in Italian: Navigate: il Progetto Europeo per supportare l’Information Literacy attraverso il gioco).
  • M. Encheva, P. Zlatkova, A. M. Tammaro, M. Brenner, INFORMATION BEHAVIOR OF HUMANITIES STUDENTS IN BULGARIA, ITALY AND SWEDEN: PLANNING A GAME-BASED LEARNING APPROACH FOR AVOIDING FAKE CONTENT, European Conference on Information Literacy (ECIL), Oulu (Finland), 24-27 September, 2018. Preprint: article_encheva-et.al.
  • EBLIDA October Newsletter 2018. The European Conference on Information Literacy (ECIL) 2018 in Oulu, Finland from 24th to 27th of September. Full newsletter and the article by Marina Encheva are available here: eblida-newsletter-october-2018
  • Encheva, M. Game-based Approaches in Information Literacy Training. – Sofia: Za bukvite – O pismeneh, 2018. (in Bulgarian) Abstract_Monograph_MEncheva . A review of the monograph in the journal “Biblioteka” (author: Silvia Naydenovа).
  • S. Menon, M. Uggeri, G. Yancheva, F. Zanichelli, NAVIGATE – INFORMATION LITERACY: A GAME-BASED LEARNING APPROACH FOR AVOIDING FAKE CONTENT, 10th annual International Conference on Education and New Learning Technologies (EDULearn 2018), Palma de Mallorca (Spain), 2-4 July, 2018. ISBN: 978-84-09-02709-5, DOI: 10.21125/edulearn.2018.0312
  • M. Encheva, P. Mukanova, P. Zlatkova, V. Zagorov, CHANGING INFORMATION LITERACY TRAINING OF UNDERGRADUATE STUDENTS IN EUROPE THROUGH THE GAME-BASED LEARNING APPROACH, 12th International Technology, Education and Development Conference (INTED 2018), Valencia (Spain), 5-7 March, 2018. ISBN: 978-84-697-9480-7, DOI: 10.21125/inted.2018.1106
  • M. Encheva, P. Mukanova, G. Yancheva, ENJOY YOURSELF WHILE TRAINING, OR HOW TRAINTOOL TAKES DOWN STUDENTS’ BARRIERS THROUGH VIDEO ROLE PLAYING, 12th International Technology, Education and Development Conference (INTED 2018), Valencia (Spain), 5-7 March, 2018. ISBN: 978-84-697-9480-7, DOI: 10.21125/inted.2018.1703
  • M. Encheva. G. Yancheva. PLAY AND LEARN! A GAME-BASED LEARNING APPROACH FOR INFORMATION LITERACY TRAINING AT ULSIT – ERASMUS + PROJECT NAVIGATE. Sixth National Seminar with International Participation “European Citizens and Intellectual Property – Perception, Awareness, Behavior”, 25-26 April 2018, in print (in Bulgarian). Preprint: Encheva_Yancheva_seminar_article_25-26.04.2018_2
  • EUCLID Newsletter (European Association for Library & Information Education and Research). INFORMATION LITERACY TRAINING OF UNDERGRADUATE STUDENTS IN EUROPE THROUGH THE GAME-BASED LEARNING APPROACH (ERASMUS+ PROJECT NAVIGATE). Encheva, M. p.13. Available at: Issue 35 of the Euclid Newsletter, 1 May 2018, EUCLID-Newsletter-35-2018

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

News Archive

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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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