In today’s digital age, media literacy has become an essential skill for navigating the vast and complex world of information. Our Erasmus+ KA2 “Gamify+: Enhancing Organizational Capacity through Hybrid Gaming” project aimed to address this challenge by developing innovative methodologies and tools to foster media literacy among young people. As part of this initiative, we have created four educational booklets designed to provide youth workers, educators, and organizations with practical resources for enhancing media literacy through engaging and interactive approaches. These booklets are now available for free download and can serve as valuable tools in your educational activities.

1. Addressing Media Literacy through the Lenses of Immersive Role-Playing
This booklet delves into the use of Live Action Role-Playing (LARP) and its digital counterpart, Live Action Online Games (LAOG), as powerful tools for media literacy education. By immersing participants in fictional scenarios, LARP and LAOG offer an interactive platform for exploring diverse perspectives, fostering empathy, and challenging preconceived notions. The booklet provides a comprehensive guide to designing and facilitating LARP and LAOG experiences, emphasizing their potential to engage learners in a deep and meaningful exploration of media messages.
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2. Competency’s Fourth Pillar and Media Literacy
This booklet explores the role of values in education and how they form a crucial part of the competency framework. It emphasizes the importance of integrating values into media literacy education to help learners develop critical thinking, ethical decision-making, and global citizenship skills. The booklet introduces game-based learning as an effective method for assessing and nurturing these values, using media literacy as a central theme. It provides insights into how educators can create engaging activities that encourage learners to reflect on their beliefs and understand the broader impact of media on society.
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3. Gamification in 3rd sector and Escape game mechanism in education
In this booklet, we explore the concept of educational escape games and their potential in media literacy education. Escape games offer an immersive and emotional experience that can help players practice information analysis, teamwork, and decision-making under pressure. The booklet provides an overview of escape games, including how they differ from commercial ones and how they can be adapted for educational purposes. It also offers practical tips on designing and facilitating escape games, making them a versatile tool for youth workers and educators.
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4. Against the Algorithm
This booklet addresses the influence of social media algorithms on information consumption and the importance of critical media literacy in this context. It discusses how algorithms shape our online experiences and the need for education on recognizing and navigating these influences. The booklet introduces gamebooks as an engaging way to teach media literacy, offering a bridge between traditional reading and interactive storytelling. It includes a workshop outline for creating gamebooks, encouraging participants to explore the impact of algorithms on media narratives.
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Conclusion
These booklets represent the collective effort of our project to provide innovative educational tools that address the growing need for media literacy in today’s society. By integrating game-based learning, role-playing, and interactive storytelling, we aim to offer educators and youth workers practical methods for engaging learners in critical analysis and understanding of media messages.
Feel free to download them, used them in your activities and share them within your networks, so the impact of these materials is maximized.
Thank you to everyone involved in this project for their dedication and hard work. This journey and results wouldn’t have been possible without their commitment and passion for youth work and media literacy.

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.