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DisinfoSim

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SDG 4: Quality Education

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GLC Members

Aditi Adhikari
Jean Linis-Dinco
Lauryn Maxwell
Nurhan Raihan
Maw Maw Khaing

This project tackles the critical global challenge of misinformation and disinformation. These harmful trends can manipulate public opinion, distort reality, and undermine social harmony. By fostering critical thinking and media literacy, this project aims to empower individuals to identify and resist the spread of false information.

DisinfoSim

This project seeks to transform how individuals perceive and interact with information by leveraging the engaging power of gamification. Participants will directly experience the consequences of both receiving and disseminating misinformation, including propaganda.

By immersing players in simulated scenarios, we aim to:
Raise awareness: Increase understanding of how information can be manipulated and the resulting societal impacts.
Foster critical thinking: Develop skills to identify and evaluate the credibility of information sources.
Promote responsible information sharing: Encourage ethical behavior in the digital age.
This project envisions a ripple effect, with knowledge and behavioral changes passed down across generations, creating a more informed and resilient society.

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