Information Overload as a Burden and a Challenge. What Can We Learn for Information Literacy?

Objectives People all over the world are experiencing information overload (IO). Its definition has long focused on a large amount of information (Bawden and Robinson, 2009). Today, we can see that the problem is not only the quantity of information but also its reliability. The authors of the Information Overload Scale (IOS) defined it as […]

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Artificial Intelligence and Information Literacy: Hazards and Opportunities

ChatGPT and other artificial intelligence (AI) software and tools are already changing the world. ChatGPT can pass an MBA exam from an Ivy League Institution (Terwiesch, 2023). It can also create disinformation on topics like “vaccines, COVID-19, the Jan. 6, 2021, insurrection at the U.S. Capitol, immigration and China’s treatment of its Uyghur minority” (Associated

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Improving STEM Competences by Using Artificial Intelligence to Generate Video Games Based on Student Written Stories

Due to a rapid development of digital services and digital transformation in a wide range of disciplines, new challenges have emerged seeking out to acquire digital skills and gain digital competence (Vuorikari et. al., DigiCompEdu 2.2, 2022). Learning about information technology can be quite challenging for STEM-oriented students, and it’s even more challenging for non-STEM

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Disability Advocacy in Libraries: Developing Events for Accessibility

Utilizing board games, information professionals teach critical thinking, visual literacy, and communication skills in a low-stakes environment, encouraging otherwise reluctant students to participate. Disabled individuals have the same needs and uses for information literacy, but most popular games are not designed with accessibility in mind. Lack of accessibility, rather than creating community and encouraging participations,

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Who are Physicians Talking to on Social Media? Data Literacy and Visual Literacy of the Assumed Audience(s) of COVID-19 Vaccination Posts

Objectives The presentation will focus on the partial results of a project on the effectiveness of social media (SM) posts by medical experts to encourage people to be vaccinated against COVID-19 that I conducted within the “New Ideas” grant, no. 622-62/2021, financed by the University of Warsaw. In this presentation I will demonstrate how the

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Abilities Needed for Evaluation and Use of Open Data Sources in Urban Planning Processes

BackgroundCities are pioneers in opening data. Moreover, the phenomena of smart cities, open cities, and open government are strongly based on open data. Finnish open data includes information relating to households, energy use, transport, and infrastructure (Avoindata.fi, 2022). In addition, many research institutes provide open information and data that relate to our urban living environments.

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Telling Data Stories, the Way Averroes Wrote His Commentaries – A Three-Level Approach to Facilitate Data-Driven Decision Making

Data stories are a way of presenting data and information in a narrative format that is easy for people to understand and engage with (Li, 2018). They can be used to promote information literacy by helping people to understand and critically evaluate data and its sources. They can also be used to help people become

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Information and Digital Literacy for Primary Education. Diagnosis of Needs and Challenges

The aftermath of the crisis generated by the Covid-19 pandemic, and the dangerous infodemic that has emerged in parallel, has made the importance of fostering information literacy even more evident. Information literacy is fundamental in all ages to enable us to participate in contemporary society, and is therefore specifically a key competence to be developed

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Information and Digital Literacies as Written Culture: The Case of a Digital Creative Writing Device

This communication is the result of an ethnographic research about a digital device created by a French publishing house to make pupils and students write, read and print short stories: the “Cub’Edito”. I count this device as an action apparatus (Barrère, 2013), a tool made to support selected cultural practices. ObjectivesThe analysis of such an

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The Relationship between Game Literacy and Information Literacy

The aim of this paper is to identify the relationship between game literacy (GL) and information literacy (IL), in order to provide cross-disciplinary insight as a foundation for future research. This will be done: Previous studies investigating video games and IL have tended to focus on the elements of IL used in gaming (e.g. Beutelspacher,

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