Navigate project websiteNavigate project website
  • 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
  • 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

Related projects

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We are happy to cross link the Navigate project with these other innovative EU projects related to game-based learning, information literacy or other topics. If you have a project that is somehow related to the Navigate project we would like to share your link on this page.

 

EconBiz is a search portal in economics and business studies which aims at fostering information literacy among students and researchers. The EconBiz Guided Walk Write your best assignment explains searching, evaluating, accessing, and citing scholarly information in a playful manner.
The EconBiz Academic Career Kit for Early Career Researchers offers interactive learning materials on topics like “publishing a paper”, “networking and metrics”, and “research data management.


The APOGEE project will aim at creation and practical validation of an innovative open software platform for creation of smArt adaPtive videO GamEs for Education (APOGEE).


EAVI is a non-profit organisation based in Brussels, which works in Europe (and beyond) to empower individuals to be active, engaged citizens in today’s increasingly challenging media environment.


iCivics games transform abstract concepts into real-life problems. Young people learn how government works by experiencing it. They step into the role of a judge, a member of Congress, a community activist, even the President of the United States – and do the job they do. Students gain civic knowledge and skills because the learning experience is fun and challenging. They learn without even realizing it.


The DCDS project aims to establish a framework that will provide the low-skilled adult European population with the basic digital and transversal competences needed for employment, personal development, social inclusion and active citizenship. To achieve this aim, the project will develop an open, innovative multilingual Digital Competences Development System (DCDS) and use it to provide non-formal training to low-skilled adults in different European countries.

The EU DisinfoLab is an international NGO gathering top European experts in fighting disinformation. It also brings a new tool to the fight – its own methodology of social network analysis, to map suspicious online communities and source of fake news.

The aim of FANDANGO is to aggregate and verify different typologies of news data, media sources, social media, open data, so as to detect fake news and provide a more efficient and verified communication for all European citizens.

The InVID innovation action develops a knowledge verification platform to detect emerging stories and assess the reliability of newsworthy video files and content spread via social media.

REVEAL aims to advance the necessary technologies for making a higher level analysis of social media possible. The project will enable users to reveal hidden ‘modalities’ such as reputation, influence or credibility of information.

Information Literacy Online: Developing Multilingual Open Educational Resources Reflecting Multicultural Aspects is an Erasmus+ project planning as its main outcome a Massive Open Online Course (MOOC) for developing information literacy focusing on higher education students.

InnoSpark: Sparking creativity and innovation in the ICT sector

InnCommerce is an EU funded project focusing on Gamified Training for Successful Commercialization of Young SMEs’ Innovation.

The Play4Guidance (P4G) project introduces an innovative Business Game with the aim to train and guide students and young unemployed on entrepreneurial, transversal and mathematical skills.

The Open Virtual Mobiliy (OpenVM) project addresses the need of creating accessible opportunities for achievement of Virtual Mobility Skills to ensure higher uptake of Virtual Mobility in HE in Europe, by supporting HE institutions, educators and students in acquiring, assessing and recognising Virtual Mobility Skills, i.e., key competencies needed to successfully design, implement and participate in VM actions.

The Banco de recursos ALFIN/AMI is a working group of the Consejo de Cooperacion Bibliotecaria (CCB). The group defines contents on Information Literacy and its relationship with other related terms such as digital literacy and media literacy; provides a space for all sectors of the profession that encourages debate and allows the exchange of knowledge, resources and experiences in all aspects and areas of information and digital literacy, etc.

 

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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8 months ago

Navigate

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

Navigate

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

Navigate

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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