This section employs active learning methods with the aim that students apply the competences acquired in previous sections. Participants will be exposed to several role-playing simulation exercises with different objectives, including the production of a debunking piece, producing digital content using generative AI, and will be facing different scenarios involving decision-making.
By reflecting on the specific individual and in-group experiences enabled by simulations/gaming, participants will critically reflect on concepts, practices, technologies and countermeasures to disinformation.
Attribution 4.0 International (CC BY 4.0) | 2024 Ciberimaginario Research Group | URJC (Spain)