Information Behavior of Humanities Students in Bulgaria, Italy and Sweden: Planning a Game-Based Learning Approach for Avoiding Fake Content
2019 (English)In: Information Literacy in Everyday Life / [ed] Kurbanoğlu, S., Špiranec, S., Ünal, Y., Boustany, J., Huotari, M. L., Grassian, E., Mizrachi, D., Roy, L., Cham: Springer, 2019, p. 295-306Conference paper, Published paper (Refereed)
Abstract [en]
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.
Place, publisher, year, edition, pages
Cham: Springer, 2019. p. 295-306
Series
Communications in Computer and Information Science, ISSN 1865-0929, E-ISSN 1865-0937 ; 989
Keywords [en]
Information literacy, Mobile literacy, Fake content, Game-based learning, Comparative survey, Higher education, Bulgaria, Italy, Sweden, Erasmus+
National Category
Information Studies
Identifiers
URN: urn:nbn:se:hig:diva-30054DOI: 10.1007/978-3-030-13472-3_28ISI: 000617912500028Scopus ID: 2-s2.0-85062282429OAI: oai:DiVA.org:hig-30054DiVA, id: diva2:1327364
Conference
6th European Conference, ECIL 2018, Oulu, Finland, September 24–27, 2018
2019-06-192019-06-192021-11-30Bibliographically approved