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COMBATING SOCIAL MEDIA DISINFORMATION AMONG YOUTH THROUGH LIVE ACTION ROLE PLAY

2021-2-SE02-KA220-YOU-0000514812021Cooperation partnerships in youthongoing
Countries: SE|ES|RO|DE · Grant: €177,776
Democracy and inclusive democratic participationMedia literacy and tackling disinformationNew learning and teaching methods and approaches

Objectives

The project sought to contribute to reducing the impact of disinformation on social media among European youth, a demographic highly susceptible to disinformation due to their prevalent media consumption habits and lack of required ML skills. Recognizing that 87% of youth aged 16-24 use social networks and that many engage with civic and political content online, the project targeted this group to enhance their ML to identify, analyze, and respond to disinformation responsibly. The specific objectives were: - Equipping youth workers with effective tools and methodologies, particularly through a toolkit with scenarios for live action role play that develop ML skills. - Providing a guide for youth workers on educating youth about disinformation and using the toolkit effectively. - Developing a mobile game simulating social media environments where youth would make decisions affecting their ML Overall, the project aimed to strengthen democratic engagement and civic participation among youth, ensuring they are well-prepared to contribute positively to society and tackle the influence of disinformation.

Background

The project was initiated in response to a significant need among youth for enhanced media literacy skills in an increasingly digital world. Young people, being the most active social media users, are regularly exposed to disinformation, which impacts their understanding of societal issues, shaping perceptions and influencing democratic processes negatively. The project aimed to address the gap in ML skills needed to identify and counteract such disinformation effectively. Additionally, there was a related need to provide youth workers and educators with up-to-date tools and methodologies to engage effectively with this digital-native generation of Gen Z. Traditional educational methods often fall short in capturing the attention and interest of young people, who prefer interactive and more creative learning environments. Incorporating live-action role-playing games (LARPs) into ML education provided an innovative, practical approach that aligns with the learning preferences of today’s youth. By addressing these needs, the initiative supported the development of informed, critically thinking young citizens equipped to participate actively and responsibly in democratic processes.

Project partners (5)