Project Description

The project `Games against hoaxes` will be implemented throughout 13 months (1.9.2020.-30.9.2021.) and aims to develop the capacities of educators and youth workers to apply game based approach to critical thinking and media literacy education in order to counter manipulation, propaganda and disinformation.

Therefore, the cross-sector partnership between civil society and private sector of 4 partners from 3 EU countries – Impact Games and Brodir s.r.o. (Slovakia), Društvo ljubiteljev igranja vlog D20 (Slovenia) and PRONI Centre for Social Education (Croatia) was formed to implement the project with high potential impact beyond these countries.

The spread of disinformation and hoaxes can be directly linked to the lack of critical thinking and media literacy among the population. Critical thinking is the key competence that helps us to orient in the information world. There is an urgent need to enhance these competences, especially among the youth, which is vulnerable to these messages often spread at the social media popular among young people. The educators and youth workers play the key role in facilitating the learning process for youth to develop these competences.

However, since the problem of misinformation and hoaxes became much more pressing with the rise of social media, it is a relatively new challenge. The youth workers and educators lack the necessary tools and competencies to address this issue in their work with youth.

The project addresses this need by developing 3 intellectual outputs – educational board game, methodological package and open education platform, all focusing on the game based approach to critical thinking education. These outputs will equip educators and youth workers with necessary tools and International Workshop organized within the project will develop their competences to employ this methodology in their work with youth.

The project will contribute that:

(a) At least 24 educators and youth workers, who will participate in International Game Based Education & Critical Thinking Workshop, where they will be trained to employ game based approach to critical thinking and media literacy education. At the workshop they will receive IO1 – board game and IO2 – methodological package.

(b) At least 96 young people (13-23) will be reached by dissemination of project outputs by participants of International Game Based Education & Critical Thinking Workshop.

(c) At least 60 participants in 3 national multiplier events.

(d) At least 10 000 people will be reached by the online campaign on social media.

(e) At least 1000 people will access the IO3 (open education platform). At least 120 of these will download the game (IO1) and methodological package (IO2) that will be made available on the platform.

The project is co-funded by European Union, Erasmus+ Program – KA2 – Cooperation for innovation and the exchange of good practices