The project Bridge is co-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 Servicio Espanol para la Internacionalizacion de la Educacion (SEPIE). Neither the European Union nor the National Agency SEPIE can be held responsible for them. -- Number: 2025-1-ES01-KA220-HED-000359236 --

LEVEL 1. Think Twice

BRIDGE Main Challenge: A.7. Digital ecosystem, disinformation and the need for media literacy and critical thinking


What problem does it address?

Misinformation and digital illiteracy in Europe affects not only education but also democracy and social cohesion. Although there are varying levels of responses among EU countries, depending on the degree of access to digital technology and infrastructure, the level of training that teachers receive and the extent to which media education is incorporated into school and Curriculum, there is still a high percentage of educators and learners who lack the necessary skills to properly access, evaluate, and create content in digital environments.

What does it propose?

The Think Twice project aims to enhance teachers’ and students’ digital and media literacy because the spread of misinformation and disinformation endangers democracy, trust in public institutions and high-quality education. Developing digital and media literacy is crucial for the protection of democratic values and promoting social inclusion in changing digital environments.

Why is it an inspiring practice?
  • It is addressed to a diverse group, covering educators of different levels and learners of different ages, policymakers and the local communities
  • It uses a game-based, creative approach to deliver training, adapted to the learning needs of different ages (adult, children and youth)
  • It develops a scenario-based and case study training programme, delivered through interactive workshops
Resources you'll find
  • 12 Modular Workshop Concepts
  • Think Outside the Box Game
  • Think Outside the Box Gamification Guide for Educators
  • A Guide for education providers on creating their digital and media literacy action plan
Featured results
12
professional development workshops
More than 500
educators and pre-service educators participated in the trainings
More than 85%
of the participants provided feedback
What can visitors learn?
How to tackle misinformation disinformation by developing stronger digital literacy
How to develop the competences of educators and learners in tackling misinformation and disinformation
How to support institutions in integrating digital-age learning and media literacy into their strategy
How to influence policy makers in designing strategies against misinformation and disinformation
How to raise awareness on misinformation and disinformation among local communities

LEVEL 2. EXPLORE BEST PRACTICE

Introduction

Think Twice is an Erasmus+ funded project which aims to strengthen the competences of both educators and learners in different levels (primary, secondary, adult, HEI) in the field of digital literacy and tackling disinformation.

  • Coordinating organisation: Adult Education Institution Dante
  • Participating countries: Croatia (HR), France (FR), Greece (GR), Ireland (IE), Italy (IT), Lithuania (LT), Portugal (PT), Romania (RO)
  • Duration: 09/2024-08/2026
  • BRIDGE Main Challenge: A.7. Digital ecosystem, disinformation and the need for media literacy and critical thinking
Sustainable Development Goals (SDGs)
  • SDG 4: Quality Education
  • SDG 11: Sustainable Cities and Communities
  • SDG 16: Peace, Justice and Strong Institutions
Secondary Challenges
  • A.1. Structural and intersectional inequalities that shape inclusion and social cohesion
  • A.2. Gap between regulatory frameworks, institutional discourses and actual inclusion practices
  • A.6. Deficits in democratic participation, representation and inclusive governance

The Challenge

What social issue does it address?

Online spreading of false information, which often is furthered by social media and other online platforms, shows that young people and adults are not able to sufficiently make a difference between reliable information and misleading information, to recognize manipulation and to act responsibly online. Many students and teachers lack confidence in dealing with misinformation or using critical digital practices.

Why is it important?

The project points out to the issue of spreading misinformation/disinformation which is an actual threat to the EU democracy. Digital Illiteracy, which undermines critical thinking, enhances structural inequalities created by digital divides between regions, social classes, ages and levels of education.

How does it contribute to the BRIDGE Challenge?

Think Twice responds to A7 Challenge by pointing out to responsible and ethical use of digital tools and media and raising awareness against misinformation and spreading of misleading information online. By building educators' and students' collective capacity to challenge misinformation and disinformation and to promote values of democracy in education, the project reinforces digital literacy and active citizenship among adults, children and youth.

How does it work?

The Think Twice project features 12 interactive media literacy workshops for critical use of media information in different settings of education (primary school, secondary school, adults, pre-service teachers), including corresponding resources for the respective target groups of teachers and students. The Think Twice concepts are based on EU-policies and the UNESCO framework for Media and Information Literacy (MIL).

What might inspire you?
Ideas for adaptation
  1. Builds capacity for critical thinking, fact-checking and responsible use of information
  2. Empowers educators and learners to resist digital manipulation and misinformation
  3. Offers ready-to-apply material for educators to include them in their lesson planning
  4. Enhances community awareness around misinformation/disinformation risks
  5. Integrates critical digital citizenship in the Curriculum and teacher CDP
Resources created

Think Outside the Box Game

Interactive game

An online game to test knowledge and understanding of digital literacy. Grounded in UNESCO’s “Think Critically, Click Wisely!” and the European Commission’s Guidelines on Digital Literacy.

Students, General Public

https://beti.lt/think-twice/

ThinkTwice Gamification Guide for Educators

Teaching guide

A document which explores methods of implementing the ThinkTwice “Think Outside the Box” game with learners of different ages - children (ages 8-12), teens, and adults.

Teaching staff

https://thinktwiceproject.eu/wp-content/uploads/2025/02/D3.2-Gamification-Guide-for-Educators_EN.pdf

Think Ahead Guide

Teaching guide

A Guide supporting school leaders in driving digital transformation

Teaching staff, Students

https://thinktwiceproject.eu/wp-content/uploads/2025/07/Portuguese-Final-Guide-WP4-T4.1-ThinkTwice-Guide-A4-1-3.pdf

Modular Workshop Concepts

Teaching guide

An outline of the Workshops carried out within the project to empower educators with essential skills and insights into the rapidly evolving landscape of digital and media literacy. It is addressed to educators in primary and secondary schools and adult education, and pre-service educators still completing their studies to become educators.

Teaching staff

file:///C:/Users/V%20Topalidi/Downloads/ThinkTwice_WP2_Modular-Workshop-Content_EN_FINAL.pdf

Supporting Materials

Educational resource

Training material to be used at each workshop

Teaching staff

https://thinktwiceproject.eu/resources/