Abstract
As digital natives enter higher education, there is the need to improve their information skills but they often overestimate their information research skills and are unfamiliar with the library. The serious games give the opportunity for innovative and engaging approaches to information literacy learning. The paper describes NAVIGATE - Information Literacy: a Game-based Learning Approach for Avoiding Fake Content, a project funded by Erasmus + program. The Project aims to improve the competences to avoid fake content of the higher education students in the Humanities. The paper focuses on the comparative analysis of the students’ skills gap and the difficulty of actually assessing the learning improvement achieved by games, highlighting the lessons learned and the open issues.
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