The Navigate Multiplier Events took place in Gävle, Milan, Parma and Sofia in the second half of February
Sofia – Bulgaria
February 18, 2019
NAVIGATE – Play and Learn!
The multiplier event in Sofia, Bulgaria aimed to present the results accomplished by NAVIGATE project in the first 18 months of its implementation: the comparative survey of information literacy competencies of humanities students in Bulgaria, Italy and Sweden; the competency tree and the game-based model for information literacy training. The participants in the seminar (45 in total) were mainly tutors from humanitarian faculties of universities located in Sofia as well as educational technologists and librarians interested in game-based learning. They had an opportunity to test and evaluate the best examples of the currently available information literacy games.
Gävle – Sweden
February 22, 2019
Information Literacy, False Content and Gamification
The Muliplier Event at University Gävle in Sweden was held on 22th of February, with 41 participants – from several professions (the target groups: teachers, librarians, ICT educators, school librarians, educational developers, interested in computer-based learning). The Program was called: Information literacy, false content and game-based Learning (Gamification), with a Lecture about gamification and Octalysis – the complete Gamification framework (Jonas Klingström from e-learning-COMPANY Hariett AB), followed by a presentation of the NAVIGATE project: ERASMUS + Project NAVIGATE – Information Literacy: A Game-based Learning Approach for avoiding Fake Content (Mats Brenner, University of Gävle – Learning Center) and at the end in the afternoon we had a Workshop related to information skills in a friendly atmosphere, where we all tested different games about information literacy and fake content (selected from the list with of the 19 best games, evaluated in step O2 of the project). Successful event, where participants were very active and inspired, they all wanted as soon as possible to access the database of evaluated games when ready, to spread among colleagues.
Weblink to the event: https://simplesignup.se/event/144066-informationskompetens-falskt-innehaall-och-gamification
Vimercate (MI) – Italy
February 25, 2019
Information Literacy Services and Interventions
30 librarians from several public libraries settled in the zone east, north-east of Milan metropolitan area joined the event organized to share the first results of Navigate. Supported by Chiara Chiessi, a librarian expert on Information Literacy, we had the opportunity for a very interesting overview about needs and opportunities related to this fundamental topic. Then we focused on fake news and we asked the librarians to play some of the games selected by Navigate team and to vote using the same tools created for internal scopes. Hand-on approach continued also in the second part of the event: librarians, working in group, have been asked to imagine and design possible activities that could be undertaken within their working framework to support information literacy processes. Results were really interesting and will be used for further improvements of Navigate Project. We wish to thank all the participants and “Cubinrete”, the library in Vimercate that hosted the event, jointly with the person that made it possible: Debora Mapelli. Navigate team hopes to have further opportunities of collaboration with all of you.
Weblink to the event: http://www.cubinrete.it/25-febbraio-2019-chiessi-menon-uggeri
Parma – Italy
February 26, 2019
Helping “Digital Native” Students to Recognize Fake Content with the Game Based Learning
One of the parallel Multiplier events was held in Parma on February 26th, in Sala Cavalieri at the University headquarters. About 46 participants from different Italian cities and with different backgrounds attended the event. Most of the participants were librarians and teachers, including some young students interested in the games. The meeting was organized in two parts: the first part on the Navigate Project and the second on library games and information literacy.
The first part on the project was interactive, inviting the participants to give suggestions for improvement to the Navigate Project Team. Many interesting ideas for the research topic have been collected.
In the second part Alessia Zanin Jost presented the challenges of collaborating between librarians and teachers to improve information literacy skills of students. Francesco Mazzetta, Italian Chair of the International Digital Games Group in Libraries, presented the state of the art and Martina Marsano PhD student with a research on games and information literacy illustrated the results of her research of interest for Navigate.
One of the most important results of the Multiplier event was that of having built a network interested in participating in the testing phase of the Navigate Project, as well as willing to be involved in the design of the games that Navigate will do in the next milestone O3 and later.
Weblink to the event: https://www.eventbrite.it/e/biglietti-aiutare-col-gioco-studenti-digital-native-a-riconoscere-contenuti-inaffidabili-55904629251