Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

Fake or for real? A fake news workshop

Fake or for real? A fake news workshop PurposeThe purpose of this paper seeks to provide an in-depth overview of a series of fake news information literacy library workshops, which were offered 19 times over the course of 2 years. It examines the results of a fake news game, which was played with a wide variety of audiences.Design/methodology/approachThis case study examines workshops offered by two librarians at [name of institution], a major research institution in [city], [country]. It describes the workshops in detail and demonstrates how others may adopt this model.FindingsThe authors found that while high school students proved to be the most adept at recognizing fake news, the literature suggests that mere exposure to digital media is not sufficient in preparing Generation Z in their digital literacy critical assessment skills.Practical implicationsLibrary and information professionals are provided with the tools to adapt this workshop to suit the needs of their respective users.Originality/valueThis paper examines how a workshop can be adapted to seven unique audiences, spanning from high school students to university alumni. It incorporates the Association of College and Research Libraries framework and the latest literature into informing its practice. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Reference Services Review Emerald Publishing

Fake or for real? A fake news workshop

Loading next page...
 
/lp/emerald-publishing/fake-or-for-real-a-fake-news-workshop-LczgReagDL

References (29)

Publisher
Emerald Publishing
Copyright
Copyright © Emerald Group Publishing Limited
ISSN
0090-7324
DOI
10.1108/RSR-09-2019-0064
Publisher site
See Article on Publisher Site

Abstract

PurposeThe purpose of this paper seeks to provide an in-depth overview of a series of fake news information literacy library workshops, which were offered 19 times over the course of 2 years. It examines the results of a fake news game, which was played with a wide variety of audiences.Design/methodology/approachThis case study examines workshops offered by two librarians at [name of institution], a major research institution in [city], [country]. It describes the workshops in detail and demonstrates how others may adopt this model.FindingsThe authors found that while high school students proved to be the most adept at recognizing fake news, the literature suggests that mere exposure to digital media is not sufficient in preparing Generation Z in their digital literacy critical assessment skills.Practical implicationsLibrary and information professionals are provided with the tools to adapt this workshop to suit the needs of their respective users.Originality/valueThis paper examines how a workshop can be adapted to seven unique audiences, spanning from high school students to university alumni. It incorporates the Association of College and Research Libraries framework and the latest literature into informing its practice.

Journal

Reference Services ReviewEmerald Publishing

Published: Jan 2, 2020

There are no references for this article.