Game-Based Learning: a Cognitive Pedagogical Approach for ImprovingStudents’ Information Literacy

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In the world of digital information, university students need more critical thinking to have the ability to evaluate and use information resources. The paper presents the preliminary findings of the Project NAVIGATE (09/2017-08/2020) focused on Higher Education (HE) students in Humanities as major target. It aims to enhance student learning with the creation of a set of games based didactical resources (methodologies, competency tree, digital serious games) that can hopefully support the Information Literacy competencies.

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