Explore our Media Literacy Game
THINK OUTSIDE THE BOX!
A game with new didactic materials for media
The ThinkTwice project aims to create opportunities for competence development in the field of digital literacy and tackling disinformation. It also aims to target and support all major actors across the education system:
Competence development
of learners and educators
Capacity building
of education providers
Policymakers making
decisions on curricula content
Initial and CPD
education of teachers
To create
an innovative tool in the field of digital literacy to tackle disinformation
To develop
competences and the capacity building of educational providers and learners
To design, test and implement
Think Outside the Box Game, thus creating new didactic materials for media and digital literacy development
To support
institutions in integrating digital-age learning and media literacy into their overall mission, vision and strategy.
Think Aloud
Modular Workshop Concepts
• Development of Workshop concepts
• Educators Webinars and pilots
Think Outside the Box Gamification of Media Literacy
• Think Outside the Box Game
• Think Outside the Box
Gamification Guide for Educators
Think Up
Supporting Education Providers and Educators in Developing Digital and Media Literacy
• Think Ahead – A Guide for Education providers on creating their digital and media literacy action plan
• Think For Yourself – 3 MILCompEducator micro-credential proposals outlining the profile of a media and information literate educator in primary, secondary and adult education
Think Big
Promoting Digital
and Media Literacy
• Media Literacy Days Network
• National Media Literacy Days
Events (20 participants each)
• News and newsletters