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    • NAVIGATE in 7 minutes
    • Publications
    • Definitions
    • Transnational meetings
    • Related projects
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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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    • Information Literacy
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  • REMOTE HACKATHON, NAVIGAMES WORKSHOPS @ ONLINE – UNIVERSITY OF PARMA

REMOTE HACKATHON, NAVIGAMES WORKSHOPS @ ONLINE – UNIVERSITY OF PARMA

  • Posted by navigate-admin
  • Date July 17, 2020
  • Comments 0 comment

Serious Games Transforming Teaching: Information Literacy in Action

Facilitate sharing of knowledge, expertise and good practice is one of the aims of the Navigame project.
In the framework of our recent remote workshops, we had the chance to build up a community of interest, promoting Information Literacy and Game-Based Learning through a series of presentations.
We are thrilled to share with you 3 interesting contributions from professors Jesus Law, Alessia Zanin and Eleonora Pantò, worldwide expert in the field.

Program Teachers’ Training

Program Students’ Training

Keynote speeches links:

  • Navigate Information Ocean with Media Information Competences | Jesus Lau 
  • Games for Future Education | Eleonora Pantò
  • Game-Based Learning in the Academic Library | Alessia Zanin

 

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NAVIGATE project @BOBCATSSS 2020 in Paris
July 17, 2020

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Our event, "NAVIGAME SERIOUS GAMES - Giochi per rinnovare la didattica", finished successfully
November 24, 2020

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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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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

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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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