
Escaping New Disinformation through GAmified cross-border Media literacy Education
Funders
Main funder

This project is co-funded by the European Commission through its Creative Europe Programme (CREA) funding programme (ID: 101185763). Views and opinions expressed are however those of the authors only and do not necessarily reflect those of the European Union or European Commission. Neither the European Union nor the European Commission can be held responsible for them.
Leaders
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Sonsoles López Pernas
Academy Research FellowSchool of Computing, Faculty of Science, Forestry and Technology -
Mohamed Abdelgalil
Associate ProfessorSchool of Computing, Faculty of Science, Forestry and Technology -
Ramy Elmoazen
Postdoctoral ResearcherSchool of Computing, Faculty of Science, Forestry and Technology
ENDGAME is an innovative project aimed at cultivating critical thinking and responsible digital citizenship among European youth through educational escape rooms that simulate real-life scenarios of information consumption. We aim to immerse participants in time-sensitive, interactive, and challenging experiences, where they will develop their skills in identifying disinformation, recognizing AI-generated content, and understanding the implications of personal data exposure on social media platforms. In order to address the diverse cultural, political, and socioeconomic contexts across Europe, the project tailors its content to three distinct countries: Finland, Serbia, and Spain. Participatory workshops involving local communities in selecting pressing media-related topics will be conducted, ensuring regional priorities are reflected in the escape rooms. To maximize outreach, the escape rooms can be played individually or in teams, both face-to-face and online. Competitions in schools and city venues, presentations at teacher fairs, gamer events, and scientific conferences will ensure a broad audience is reached. Online webinars and streaming events on platforms like Twitch will engage participants worldwide. To evaluate impact, the gameplay log data generated by the escape room players will be analyzed using learning analytics methods to identify knowledge gaps, serving as a diagnostic tool for targeted media literacy training. The project’s alignment with the call’s goals is evident in its emphasis on innovation through educational escape rooms, technological changes in media (including AI’s role in disinformation), online inclusivity, and a participatory approach promoting diversity. Our proposal stands at the forefront of media literacy education, leveraging technology, inclusivity, and cross-border collaboration to equip the next generation with the critical skills needed to navigate the complex media landscape responsibly.
For more information: https://endgameproject.github.io/
Cooperation
Keywords
Leaders
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Sonsoles López Pernas
Academy Research FellowSchool of Computing, Faculty of Science, Forestry and Technology -
Mohamed Abdelgalil
Associate ProfessorSchool of Computing, Faculty of Science, Forestry and Technology -
Ramy Elmoazen
Postdoctoral ResearcherSchool of Computing, Faculty of Science, Forestry and Technology