2022-HPEscape Fake 2.0

Digital tools
targeting youth disinformation narratives

The project’s main aim is the development of innovative digital tools for educating young people on media literacy.

We are doing this by curating an interdisciplinary approach focused on the design of immersive technology and interactive experiences, drawing on collaboration between organisations in the audiovisual / immersive technology, media, educational and cultural sectors. Educational and media organisations in Europe struggle to adapt their products and offers, to respond to the needs of a young target group.

Consortium

Romania, Italy, Hungary, Austria
Project period: 2022-2023
Polycular(AT), La Fabbrica(IT), Pro Progressione(HU)

Our purpose

With the rise of click bait social media like TikTok and Reels, young people are more exposed than other audiences to the rapid spread of misinformation. We see a need for development of digital tools that are based on immersive and experiential learning, to educate young people and raise their interest in media literacy. With this project, we are bringing together interdisciplinary professionals working on the topic of fake news, to exchange experiences on transformative approaches to media literacy.

Escape Fake
Overview

We are designing an enhanced augmented reality escape room game on fake news, as well as guidelines and materials for diverse professionals, to integrate it in their work, and transfer knowledge across sectors. We also integrate the game together with artistic installations in a digital narrative that can be showcased across cultural and educational events. Our approach is meant to provide a sustainable ready-to-use tool, increase interest in critical art and critical design, as well as open up new opportunities for product development in the media literacy space.

Step 1 - Research

Expert Forum is the lead on media monitoring social media channels most used by youth in the 4 participating countries (Austria, Romania, Italy and Hungary). EFOR will look into data in social media with the help of social media listening tools and content analysis.
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Step 2 - Engaging artists and creating art installations/b>

Pro Progressione, together with the Core Team of Media Labs prepare an open call for selection of artistic projects to participate in the workshop and creation process. The selected artists will have an intensive 1 week workshop with the project team. Based on the research and insight gained from project partners the artists will create art installations for all 4 countries.
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Step 3 - Game Design

The storytelling narrative, game design and room development of Escape Fake 2.0 based on the new narratives analyzed in the media monitoring report.
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Stage 4

MOOC: Digital Citizenship Education - An online trainings course for teachers, educational and media experts involved in the process. Here we will have both anti-disinformation trainings, but also basic instructions on how to play the game.
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Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

The sole responsibility for any content supported by the European Media and Information Fund lies with the author(s) and it may not necessarily reflect the positions of the EMIF and the Fund Partners, the Calouste Gulbenkian Foundation and the European University Institute.

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