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Escape Fake News

2021-2-CZ01-KA153-YOU-0000404202021Mobility of youth workersfinalized
Countries: CZ|IT|TR|EL|ES|SK · Grant: €31,233.5
Media literacy and tackling disinformationQuality and innovation of youth workDigital skills and competences

Objectives

The international project ESCAPE FAKE NEWS aimed to introduce revealing fake news, fact-checking and gamification and its incorporation into non-formal education. The aim was to allow the participants to learn how to teach interactively about disinformation, how to use gamification and how to make educational games. The purpose was through social interaction to create meaningful relationships with other participants, which will benefit them in the following cooperation. We recognize the importance of media literacy in today's society. We are aware of disinformation and internet dangers that are increasing by more accessible access to the online space. By implementing the project, one of our main goals was to educate about disinformation, fake news, and manipulation techniques. By this, we aimed to raise awareness among participants about the prevalence of disinformation, the methods used to manipulate information, and how they can share this knowledge locally. Through workshops and interactive activities, we wanted to teach participants the basics of media literacy and some of the more complicated procedures on the issue of verifying images and audiovisual materials. Through game-based workshops, we provided knowledge and tools to identify fake news and manipulative content. Because we know the level of media literacy in Europe, we wanted to improve this situation by learning and showing young people how they can share their knowledge at their local level. Fakescape is an organisation teaching students media literacy and critical thinking via a game. Using gamification in the education process, we aimed to make learning more engaging, interactive and practical. Gamification has proven to be a powerful tool for enhancing motivation and active participation. Because of that, we wanted to share their experience of giving lectures, methodology and using gamification in education. We also wanted to share experiences with developing educational courses, developing board games and other game-based activities, which could also be used at their regional or local level. We aimed to demonstrate the effectiveness of gamification in non-formal education. In the project, we wanted to provide participants with practical training on incorporating gamification techniques into educational activities. We wanted the participants to make their own educational game-based activities that could be used in their local communities. By experiencing already created and successfully used games, they get step-to-step guidance on creating their own game and interactive activities. We provided participants with the skills to develop educational games and workshops that promote critical thinking, media literacy and fact-checking. We also wanted to show participants that every voice matters and that even small-scale initiatives can grow. We wanted to empower them by giving them a safe space to share their knowledge and experience on the topic of disinformation and media literacy. Through their projects, we wanted to provide them with the opportunity to become educators within their communities, enabling them to make a positive impact on media literacy. We expected the project to connect participants from different countries, and we wanted to facilitate intercultural experiences. Through shared activities, we aim to create meaningful relationships that promote international cooperation and understanding. Also, by implementing the project and its activities, we wanted to establish solid intercultural partnerships and encourage future collaboration among the participants and their organisations. By empowering the participants in media literacy education, we aimed to enhance the quality of local and international youth work initiatives and create opportunities for their future projects. Finally, based on the participant's main out-put - game-based activities, we wanted to inspire the participants to think creatively and develop their game-based activities. By showing them innovative approaches and gamification techniques and sharing experiences from educating media literacy, we wanted to think outside the box and build their own activities applicable to their local communities. The project included a wide range of objectives, mainly addressing the challenges of media literacy, especially disinformation and improving media literacy, sharing intercultural experiences and understanding, building meaningful relationships and encouraging creativity. In summary, our project aimed to educate, empower and inspire young people to become critical thinkers, youth advocates against disinformation, and active participants in creating a more informed society.

Project partners (7)