dc.contributor.author | Repanovici, Angela | |
dc.contributor.author | Landøy, Ane | |
dc.contributor.author | Koukourakis, Manolis | |
dc.date.accessioned | 2018-08-09T13:49:36Z | |
dc.date.available | 2018-08-09T13:49:36Z | |
dc.date.issued | 2018 | |
dc.identifier.isbn | 978-0-9541582-7-9 | |
dc.identifier.uri | https://hdl.handle.net/1956/18035 | |
dc.description.abstract | Copyright 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. | en_US |
dc.language.iso | eng | eng |
dc.publisher | Limerick Institute of Technology | eng |
dc.relation.ispartof | Proceedings, International Scientific Conference “Western Balkan Information Literacy” | |
dc.subject | Copyright literacy | eng |
dc.subject | gamification | eng |
dc.subject | Kahoot! international survey | eng |
dc.subject | international survey | |
dc.title | Homework with Kahoot in copyright literacy | eng |
dc.type | Chapter | |
dc.type | Peer reviewed | |
dc.description.version | publishedVersion | |
dc.rights.holder | Copyright 2018 The Author(s) | |
dc.identifier.cristin | 1600620 | |
dc.source.pagenumber | 36-41 | |
dc.identifier.citation | In: Proceedings, International Scientific Conference “Western Balkan Information Literacy”, p. 36-41 | |