Navigate @ ECIL 2018
The NAVIGATE Erasmus+ project was presented at the European Conference on Information Literacy (ECIL) 2018 that took place in Oulu, Finland from 24th to 27th of September. The motto of the conference this year was Information Literacy in Everyday Life but the conference also focused on topics as: information literacy instructions, information literacy in different sectors; information literacy and digital empowerment; information literacy, libraries, the public sphere; information literacy and related concepts (transversal competences, media literacy, metaliteracy, data literacy, e-literacy, digital literacy), etc.
Some presentations at the event also focused on the game based learning and information literacy. The keynote speaker for the first day Prof. Professor Frans Mäyrä from the University of Tampere, Finland presented his research on “Reading Pervasive Games in a Ludic Society”
In the framework of an interactive session on Information Literacy for Different Groups chaired by Jesus Lau from the University of Veracruz, Mexico we shared the first major outputs of the Navigate Erasmus+ project. The other interventions in the session were related to international studies on the information literacy of secondary school teachers and university professors and were presented by colleagues from the Vilnius University, Lithuania and the University of Warsaw, Poland.
The title of our presentation was “Information Behavior of Humanities Students in Bulgaria, Italy and Sweden: Planning a Game-based Learning Approach for Avoiding Fake Content” – a collaborative work of Marina Encheva and Plamena Zlatkova from University of Library Studies and Information Technologies, Bulgaria, Anna Maria Tammaro from Parma University, Italy and Mats Brenner from University of Gavle, Sweden (here).
We presented the results of an empirical sociological survey conducted in the partner’s institutions in Bulgaria, Italy and Sweden on the students’ understanding of the concepts of information and mobile literacy; the library in the everyday life of students; approaches to searching for information and results assessment criteria. We also demonstrated how we will connect the competency tree we elaborated to a game-based model for information literacy training. For more detailed information, please check the ECIL 2018 Book of Abstracts