NAVIGATE - INFORMATION LITERACY: A GAME-BASED LEARNING APPROACH FOR AVOIDING FAKE CONTENT
1 Fondazione Politecnico di Milano (ITALY)
2 University of Library Studies and Information Technologies (BULGARIA)
3 University of Parma (ITALY)
About this paper:
Conference name: 10th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2018
Location: Palma, Spain
Abstract:
The paper presents the preliminary findings of NAVIGATE (09/2017-08/2020), a project funded by Erasmus+ program under Key Activity 2 - Strategic partnership supporting innovation. It is focused on the creation of a set of didactical resources (methodologies, competency tree, serious games) that can hopefully support the enhancement of Information Literacy competences. The project is focused on Higher Education (HE) students in Humanities as major target.
The first output of the project is a competency tree based on the analysis of the Information Literacy Training Needs in Faculties of Humanities in European Universities. A survey has been administrated in 3 different countries: Italy, Bulgaria and Sweden between December 2017 and January 2018: results of this monitoring process show the existence of a gap between reality and self-perception in HE students about their awareness on information literacy competences.Keywords:
Information Literacy, fake content, serious games, game based approach, gamification, Higher Education, Erasmus+.