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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

Comparative Survey

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  • 1 – Elaboration of a Competency Tree
  • Comparative Survey

NAVIGATE started with a comparative survey on the information literacy (IL) perceptions and skills of undergraduate students in Humanities from the partner institutions in Bulgaria, Italy and Sweden in order to better understand and study the particular needs of the target group in relation to IL.

The purpose is the results from the survey to be validated in compliance with the Europass digital competences and together with the analysis of different IL frameworks at international and European level to serve as basis for the elaboration of a Competency Tree Chart (a Strategy for IL Training).

The questionnaire was created with the participation of all partner institutions in the NAVIGATE project and distributed among students from the three universities involved in the partnership:

  1. University of Library Studies and Information Technologies (ULSIT), Sofia, Bulgaria;
  2. University of Parma, Italy;
  3. University of Gävle, Sweden.

The main goal of the survey was to make a comparative analysis of the similarity in the habits and attitudes to learning in the era of high technologies and their impact on students’ behavior; the skills of the students in managing information flows; the students’ assessment of libraries in their digital everyday life, etc.

This aim was achieved by the following objectives:

  • disclosing the understanding of the notions of information and mobile literacy;
  • assessment of the role of technologies in the education process and the intensity of their use;
  • disclosing the criteria for assessment of the information sources; level of digital competence.

With regard to the methodology of respondent selection subjects of the research are students in Humanities from three universities (in Bulgaria, Italy and Sweden), full-time, Bachelor’s programs. The selection has been made in compliance with the: educational degree, specialty, year of study. The data was collected in the period December 2017 – January 2018.

The results from the Europass digital competences self-assessment of the students and from the comparative survey have been presented at the conferences EduLearn 2018 and ECIL 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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