Abstract
The paper deals with the Erasmus+ project NAVIGATE - Information Literacy: A Game-based Learning Approach for Avoiding Fake Content, coordinated by the University of Library Studies and Information Technologies in Bulgaria. The focus of the project is on Bachelor’s students in Humanities who either do not have the skills to distinguish fake content or do not have the desire, due to lack of time and interest, to conduct more in-depth information search. By applying a game-based approach to information literacy training in three European countries innovation can be brought into this field. The results of an empirical sociological survey conducted in the partners’ institutions in Bulgaria, Italy and Sweden on students’ understanding of the concepts of information and mobile literacy and the criteria used by the learners for the assessment of information are presented. Emphasis is also placed on the role of the library as a partner in the learning.
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Acknowledgements
The project NAVIGATE – Information Literacy: A Game-based Learning Approach for Avoiding Fake Content 2017-1-BG01-KA203-036383 is being implemented with the financial support of Erasmus+ program of the European Union.
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Encheva, M., Zlatkova, P., Tammaro, A.M., Brenner, M. (2019). Information Behavior of Humanities Students in Bulgaria, Italy and Sweden: Planning a Game-Based Learning Approach for Avoiding Fake Content. In: Kurbanoğlu, S., et al. Information Literacy in Everyday Life. ECIL 2018. Communications in Computer and Information Science, vol 989. Springer, Cham. https://doi.org/10.1007/978-3-030-13472-3_28
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DOI: https://doi.org/10.1007/978-3-030-13472-3_28
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