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Learning with and about digital technologies

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Learning with and about digital technologies

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Content

This is a collection of hands-on workshops that focus on learning with and about technology.


How to use it?
You can explore and learn by completing activities yourself. Or you can design and facilitate a workshop or series of them with your training participants.

Steps to take:
  • Step 1. Familiarise with the content, tools and activities included in this playlist.
  • Step 2. Choose and start from those activities that are relevant to your goals and/or participants in your training and learning activities.
  • Step 3. Get resources ready, prepare spaces, and print posters for participants to easily access activities.
  • Step 4. Do activities!

Awero organisation created this educational resource and activity to support trainers' digital competence development.

Activity content and badge issuing criteria aligned with the European Training Strategy (ETS) competence model for trainers to work internationally.

Want to endorse (?) our organisation, this activity and/or badge - send us an email! Contact us at info@awero.org for further questions.

Activities to complete

Complete the following activities, earn badges and you will see your playlist progress updated
AI assistance to advance search and content creation
Mandatory
45 minutes
View full activity

Content

Get critical of the tactics and manipulation techniques that are used to mislead people and build up a follower base to disseminate fake news.


In the Get Bad News game, you take on the role of a fake news broadcaster with a task to get as many followers as you can. Through the game, you build up fake credibility as a news site.

Go to play the game and then reflect on the following questions:
  • What was your experience of playing a game? What impact did it have on you?
  • How can you use this game in your training and learning activities?
Submit your reflection responses to the badge evidence below.

Watch a video explaining how researchers measured the impact of this game on players.


Inspiring resources:
  • Read more about the science behind the game here.
  • Access here the info sheet which contains more information about how the game was developed, its scientific background, and how to use it in an educational setting.

This game was designed and developed by Gusmanson, a design studio creating serious games.

Awero organisation created this educational resource and activity to support trainers' digital competence development.

Activity content and badge issuing criteria aligned with the European Training Strategy (ETS) competence model for trainers to work internationally. In particular:
  • Is comfortable with exploring and experimenting digital technologies and tools
  • Considers the political implications and the power structures in the use of digital media and technology
  • Identifies the digital literacy level of participants and adjusts activities accordingly
  • Critically assesses the sources of information
  • Is aware of fake news issues, how to recognise, address and contrast them

Want to endorse (?) our organisation, this activity and/or badge - send us an email! Contact us at info@awero.org for further questions.



Resources

Get activity badge

Fake News Debunker Get this badge

Badge earner has developed a critical understanding of the tactics and manipulation techniques that are used to mislead people and build up a follower base to disseminate fake news.

To get this badge, trainer:
  • Played the Bad News game and took on the role of a fake news broadcaster with the task of getting as many followers as they could. Through the game, players build up fake credibility as a news site.
  • Reflected on their experience and impact and shared how can they use this game in training and learning activities, including potential risks and challenges.

Activity content and badge issuing criteria aligned with the European Training Strategy (ETS) competence model for trainers to work internationally.
Learning duration: 30 mins.
Tasks
Task no.1
Evidence verified by: one activity organiser
Played the Get Bad News game and after share your reflection on the following questions:
  1. What was your experience of playing a game?
  2. What impact did it have on you?
  3. How can you use this game in your training and learning activities?
  4. What are the potential risks and challenges of using this game?
If you have, include a screenshot with the gameplay results (e.g. points, game badges, etc.)

Skills

ETS-TR
#Applies digital technologies, tools and e-learning where necessary/relevant in planning, designing, delivering and evaluating activities
ETS-TR
#Where relevant, integrating ict, e-learning and other tools and methods into the educational activity
ETS-TR
#Considers the political implications and the power structures in the use of digital media and technology
ETS-TR
#Is aware of fake news issues, how to recognise, address and contrast them
ETS-TR
#Refers to various assessment and self-assessment principles and methods
ETS-TR
#Enables participants to be creative and think out of the box
ETS-TR
#Identifies and recommends digital learning tools and resources to fulfil learners needs
ETS-TR
#Refers to various ways of collecting information
ETS-TR
#Applies appropriate methods and digital tools for assessment and self-assessment of their own learning achievements
ETS-TR
#Is aware of the regulations and elaborates a safety plan, incorporating online privacy procedures and online behavioural recommendations when needed
ETS-TR
#Is comfortable with exploring and experimenting digital technologies and tools
ETS-TR
#Critically assesses the sources of information
ETS-TR
#Connecting [youth] policies and educational programmes
ETS-TR
#Identifies the digital literacy level of participants and adjusts activities accordingly
ETS-TR
#Promoting creativity, problem-solving and 'out-of-the-box' thinking
ETS-TR
#Identifies the information relevant to an issue or a question
ETS-TR
#Knows and applies GDPR regulations in collecting, processing and sharing data
ETS-TR
#Identifies and prevents risks connected to collecting and sharing data
ETS-TR
#Refers to relevant digital technologies, tools and related uses in non-formal learning settings
ETS-TR
#Choose and designing appropriate methods for collecting, interpreting and disseminating information (data, resources, findings, etc.)
ETS-TR
#Dares to improvise and experiment and to acknowledge the importance of this
ETS-TR
#Facilitates problem solving
ETS-TR
#Knows about power structures behind digital technologies and connected issues as datification, etc
Activities: 9
Started: 16
Completed playlist: 0
Time to complete: 9 hours 45 minutes
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Organisers

Nectarus
Badgecraft hosts this platform and develops it together with leading educational organisations. The European Union's programme Erasmus+ granted co-funding for building the first version of this platform. Contact support@badgecraft.eu.
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Co-funded by the Erasmus+ programme of the European Union
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