The purpose of this literature study was to obtain an overview of previous civic literacy projects and their characteristics as primarily described in educational science literature. Eighteen academic articles on civic literacy projects in higher education were studied in detail and coded using the qualitative data analysis instrument, Atlas.ti. The codes and quotations compiled were then divided in various categories and represented in a two-axis model. The definitions of ‘civic literacy’ found in the literature varied from an interest in social issues and a critical attitude to a more activist attitude (axis number 1). The analysis of the literature showed that, especially in more recent years, more students than citizens have benefited from civic literacy projects in higher education (axis number 2). The visualization of the findings in the two-axis model helps to place civic literacy projects in a broader frame. The final authenticated version is available online at https://doi.org/10.1007/978-3-030-13472-3_9
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The purpose of this literature study is to obtain information about educational approaches to teaching 11 to 12 years old children focusing on how to distinguish between real news and fake news. With this purpose we studied 16 academic papers about learning activities to make primary school children media-literate and able to recognise fake news. What we found is that having children create their own news messages seems to be the most effective approach. News messages that they create can be text messages as well as videos, audios, pictures and animations. Based on this conclusion, students from The Hague University of Applied Sciences Teacher Training Institute (PABO) have been asked to develop a set of learning materials that can be used for instruction in primary schools. The effectiveness of those materials is currently being tested at an elementary school in Rijswijk. The results of the literature and the field study will be shared in the Dutch centre of expertise for media literacy education, Mediawijzer.net.
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This paper is a result of the project News, networks, and users in the hybrid media system. Transformation of media industries and the news in the post-industrial era (RTI2018-095775-B-C43). We present our insights on the latest movements of the Spanish media industry and their influence in the conception of news production during 2020. Specifically, we focus on the implementation of news business models, namely paywalls and membership models, and the movements regarding intellectual property to protect the industry – and their impact on journalists as well. The irruption of the COVID-19 pandemics has accelerated some tendencies in this respect.
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The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.