In most competence development processes action-oriented and productive methods are most effective on developing critical thinking. In our project the learners – young adults – will be encouraged to describe their own experience with ‘Fake News’ in the internet in small videos and other multimedia formats and place it on the gamified platform. After analysing their experiences, the young people themselves develop learning quizzes to test peers about their knowledge of fake news and how they can be detected. Continue reading
Gamification in teaching has become very popular in recent years. What does this actually mean and what has it to do with our project?
“Gamification is the use of game thinking and game mechanics in non-game contexts”. And instead of being taught through lesson plans, individuals learn through interactive gamification. Game-like elements in training are: interactivity, progress indicators, unveiling of levels, scoreboards, ranking, badges and awards, social interaction, competition, time limits etc.