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

dc.audienceAudience::Information Literacy Section
dc.audienceAudience::Library Theory and Research Section
dc.conference.sessionTypeInformation Literacy with Library Theory and Research
dc.conference.venueMegaron Athens International Conference Centre (MAICC)
dc.congressWLICIFLA WLIC 2019 - Wrocław, Poland
dc.contributor.authorEncheva, Marina
dc.contributor.authorTammaro, Anna Maria
dc.contributor.authorBrenner, Mats
dc.date.accessioned2025-09-24T09:13:34Z
dc.date.available2025-09-24T09:13:34Z
dc.date.issued2019
dc.description.abstractIn 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.en
dc.identifier.relatedurlhttps://2019.ifla.org/
dc.identifier.urihttps://repository.ifla.org/handle/20.500.14598/6561
dc.language.isoeng
dc.rightsAttribution 4.0 International
dc.rights.accessRightsopen access
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subject.keywordFake content
dc.subject.keywordInformation literacy
dc.subject.keywordGames based learning
dc.titleGame-Based Learning: a Cognitive Pedagogical Approach for ImprovingStudents’ Information Literacyen
dc.typeArticle
ifla.UnitSection:Information Literacy Section
ifla.UnitSection::Library Theory and Research Section
ifla.oPubIdhttps://library.ifla.org/id/eprint/2509/

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