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dc.contributor.authorRepanovici, Angela
dc.contributor.authorLandøy, Ane
dc.contributor.authorKoukourakis, Manolis
dc.date.accessioned2018-08-09T13:49:36Z
dc.date.available2018-08-09T13:49:36Z
dc.date.issued2018
dc.identifier.citationIn: Proceedings, International Scientific Conference “Western Balkan Information Literacy”, p. 36-41eng
dc.identifier.isbn978-0-9541582-7-9
dc.identifier.urihttp://hdl.handle.net/1956/18035
dc.description.abstractCopyright literacy is a very important topic in the digital era. More and more, there is a need to find the perfect way to teach the new generation of digital students about copyright, and how to increase their skills in using in right use informational resources. Internationally, initiatives like surveys, gamification and different games has been used to teach copyright literacy. The authors are from 3 different countries. They collaborated and generated an online model to assess students in copyright literacy. The model can be used by other teachers and librarians in their activities. The results show a great interest in and acceptance for using gamification in student evaluation.eng
dc.language.isoengeng
dc.publisherLimerick Institute of Technologyeng
dc.subjectCopyright literacyeng
dc.subjectgamificationeng
dc.subjectKahoot! international surveyeng
dc.titleHomework with Kahoot in copyright literacyeng
dc.typeConference objecteng
dc.type.versionpublishedVersioneng
bora.peerreviewedPeer reviewedeng
dc.identifier.cristinID1600620


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