FLAGSHIP PROGRAMMES
Introduction
Every day, millions of young people scroll through timelines and news feeds overflowing with headlines, memes, and videos. But not all of it is true. In fact, false content spreads faster and reaches more people online than verified information. For youth in the Euro-Mediterranean region, where social media has become a central space for news and debate, this challenge is particularly pressing. How can we equip the next generation to question what they see and share?
This was the question at the heart of my research with the Anna Lindh Foundation’s Mediterranean Youth in Action (MYA) programme. My study explored how gamification (using elements of games in education) can help young people develop the critical thinking skills they need to recognise and resist misinformation.
Why?
Traditional media literacy training often relies on lectures or static resources, which struggle to engage young audiences. Whilst, gamification takes a different approach. By introducing interactive activities like quizzes, role-play, and scenario-based challenges, it turns learning into something active, fun, and memorable. Instead of being passive listeners, young participants become players , competing, collaborating, and practicing skills in real time.
How?
To test this approach, I designed a two-hour gamified workshop involving participants from Egypt, Algeria, Morocco, Tunisia, and Yemen. The workshop included team challenges, fact-checking games, and exercises on concepts like confirmation bias and clickbait. Before and after the workshop, participants were tested on their ability to identify misinformation.
The results were striking. Quiz accuracy jumped from 51% to 90% after the workshop. Confidence in spotting misinformation grew by 14.5%, and participants reported that they were more motivated to fact-check content before sharing it. Also, After the workshop many participants expressed in their testimonials that they now can question information more regularly, citing the tools introduced such as reverse image search and fact-checking platforms as practical additions to their digital habits.
For what?
These findings highlight the potential of gamification to bridge a critical skills gap. In the Euro-Mediterranean region, where young people face polarized political narratives, foreign disinformation campaigns, and low trust in traditional media, empowering youth with these tools is essential. Gamification makes media literacy not only accessible but also culturally adaptable, allowing workshops and games to be tailored to local realities.
The approach also aligns with European Union strategies, such as the Digital Education Plan and the Code of Practice on Disinformation, which emphasize active learning and collaboration between educators, policymakers, and civil society. Gamification can serve as a practical tool to translate these strategies into everyday practice in schools, community centers, and online platforms.
Then
If we want to build resilient societies capable of resisting misinformation, we need to rethink how we teach media literacy. Gamification is not a silver bullet, but it is a powerful step in the right direction. By embedding these tools in classrooms, youth programmes, and civil society initiatives, we can help young people become informed, critical, and responsible digital citizens.
After all, learning can be serious, but it can also be playful, and sometimes, that’s exactly what makes it stick.