Center of Excellence in Vocational Training in Digital Skills and Artificial Intelligence

DIS-PLAY

PROJECT INFO

DIS-PLAY

Combating Social Media Disinformation Among Youth Through Live Action Role Play

2021-2-SE02-KA220-YOU-000051481

01/03/2021 - 01/03/2024

TECHNICAL INFO

ERASMUSPLUS

ACTION KA220

CALL 2022

CEN

DIS-PLAY

Combating Social Media Disinformation Among Youth Through Live Action Role Play

Project Description

This project addresses the vulnerability of young people to disinformation on social media and the lack of media literacy skills. In the face of the ineffectiveness of current regulations and the rise of manipulated content, it seeks to equip young people with critical tools to protect democracy and their mental health. To achieve this, the project will train youth workers in digital competences and modern pedagogies. The central piece of the strategy is the use of folk education (folkbildning) through active and creative methods. Specifically, a Toolkit and a live-action role-playing game (LARP) will be developed, an immersive tool that connects learning with the real world. Thus, young people will be able to identify fake news and deepfakes while actively participating in their training. The ultimate goal is to foster civic engagement and prepare Generation Z to navigate the complex digital ecosystem safely and consciously.

Objectives

Implementation

The implementation of the project is structured through the use of LARP sessions, an immersive methodology where participants assume roles within a fictional scenario designed to replicate real-world dynamics. In this format, educators act as non-player characters (NPCs) to observe and support participants’ learning as they interact, make decisions and experience the consequences of their actions in a shared narrative environment. This active approach allows learning to be implicit and practical, fostering a participatory culture that is much more appealing to the target group than traditional instructional methods.

Expected Results

Demonstrable improvement in the ability of participating young people to identify and counter disinformation in their social media interactions.

Acquisition of stronger media and digital literacy competences, applicable in their daily lives.

Greater engagement and motivation towards learning through the use of active and gamified methodologies such as LARP.

Development of technical guides and pedagogical resources that enable other educators to successfully implement the LARP method in youth settings.

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