YO-MEDIA Youngsters' Media Literacy in Times of Crisis


In the light of current global health crisis and military conflicts, the media play a key role in documenting events and ensuring the information flow between information sources, including government or policymakers and citizens. Given the urgency for having the latest and updated piece of information and pressure in newsrooms, fighting against message decontextualization and misinformation through literacy has been more and more in demand.

The YO-MEDIA project aims to fill the gap in the information about media literacy in times of crisis, supporting youngsters’ awareness and knowledge in assessing the reliability of information accessed or shared in the media. Also, it targets teachers, non-formal educators, journalists, and media professionals by contributing to their professional skills in promoting media literacy in crises through innovative digital environments such as games, training frameworks, and pilot actions.

The MOOC connected to YO-MEDIA, designed for teachers, educators, journalists intends to promote information literacy using video games and games and reflecting on the impact of playing in the development of critical literacy.

It is organized in 4 main Modules:

  • Module 1: Information Literacy today
  • Module 2: Video games in times of crises in the framework of Peer Education
  • Module 3: The video game
  • Module 4: The board game

Every module is self-paced, with a FAQ area and it is linked to a test.




Attendance and Credentials

Attendance
FREE!
Attendance Certificate
FREE!

Category

Social Sciences

Training hours

25

Level

Beginner

Course Mode

Self Paced

Language

Multilingual

Duration

5 weeks

Type

Online

Course Status

Upcoming

Enrollments Start

Feb 3, 2025

Course Opens

Feb 18, 2025

Course Closes

Not Set

At the end of the course, participants will have gained new knowledge related to the topics of digital technology and video games as tool to develop citizenship. They will have reflected on the value and definition of information literacy today, and they will have brought attention to the importance of building a user profile capable of comprehending and producing information in the social web. Additionally, participants will have developed skills in using games and video games as tools for learning new things and fostering reflection, particularly within the methodological framework of Peer Education.

The modules include videos (max 10 minutes) and textual resources (infographics, descriptions, cards, fact sheets, suggestions) that be used to promote information literacy at school and in education, to support practice and to help conceptual gaining. Every module includes an etivity (optional) presented as a possible way to adapt the concepts to practical fields.
Every module is linked to a set of questions (3 times failure); passing the tests participants get a certificate of attendance that can be downloaded in the personal area.