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This case study details the development and results of an information literacy game in which undergraduate students evaluated fictional sources to learn how to recognize a werewolf on campus. The game relied on inoculation theory and fiction to teach students to identify indicators of mis and disinformation outside of any real-world examples that might affect their learning experience. The game showed promise as students were far more engaged and demonstrated better retention later in the semester than students who received a more traditional lecture about disinformation and source evaluation. However, the game would likely be more effective if it were expanded beyond the one-shot model.
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Stored only when both papers are in the corpus — 4 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.