Resource type | Game | |
URL | https://informable.newslit.org/ | |
General objectives | | |
| Learning | Yes |
| Entertainment | |
| Ethical | Yes |
| Others | |
Related topics/Glossary – Keywords | Information literacy; media literacy (news literacy skills); fact-checking. | |
Expected learning outcomes | | |
| Knowledge | Yes (broader knowledge on the mechanisms/patterns hidden behind the manipulation of information) |
| Skills | Yes (critical thinking, computational thinking) |
| Abilities | Yes (ability to recognize fake news, analyzing sources and deepening information from what can appear at a first sight) |
Teaching methodologies/Activity outline | | |
| 1. Starting a challenge: (brainstorming problem situation. By asking the students questions, the teacher stimulates their thinking) | |
| 2. Activation (In Class) / Explanation: (ask the students to watch the videos, read articles, etc. related to the learning outcomes) | |
| 3. Processing: (ask your students to do this experience at home or in the classroom) | |
| 4. Conclusion and evaluation reflections | |
Information and transliteracy competencies | | |
| | Scores: 0 (none) to 5 (strong) |
| Critical Thinking | 5 |
| Creativity | 2 |
| ICT/Digital Skills | 3 |
| Collaboration | 3 |
| Information Skills | 4 |
STEAM competencies | | |
| Creative Thinking | 2 (being in the shoes of a specific person, a player is pushed to develop her/his creativity) |
| Critical Thinking | 5 |
| Mathematical Thinking | 2 |
| Scientific Thinking | 4 (the player is encouraged to demonstrate the trustability of his hypothesis, following the scientific method approach) |
Activity development | | |
| Description of the game use to achieve the learning goals | It can be used as a warming-up activity since it can offer several well-know examples that the audience is familiar with. It can be used for activities either at home or for exercise in the classrooom, according to the flipped class methodology. |
| Required tool(s) | personal devices (smartphones or tablets) |
| Instructions for students | it needs to be downloaded (available for Android, IOs) |
| Final Comments | |
Required settings | BYOD – personal devices if the activity is delivered in classroom | |
Class management | | |
| Individual work | Yes (on personal devices) |
| Team work | |
| Whole group | Yes (as f2f work in the classroom) |
Time management | | |
| Short activity (< 1h) | |
| Medium activity (>1h;<1 day) | Yes; 20 min for play; 3/4 hours for group work |
| Long activity (> 1 day) | |
Sources/extra readings | None | |