The consortium of the international Erasmus+ project YouTHink is taking a significant step in the project’s implementation – a comprehensive media literacy curriculum has been prepared. This document provides descriptions of scenarios where theoretical knowledge is combined with real-life situations, gamified elements, and the practical application of Artificial Intelligence tools.
Learning methodology: narratives and gamified elements
The curriculum is based on an innovative methodology centered not on the dry presentation of facts, but on an engaging learning process. The program emphasizes Narrative-Based Learning, where young people engage in stories resembling real-life situations, and a Meaningful Gamification strategy.
The document emphasizes that in order to maintain the attention of today’s youth, the principle of Micro-learning is applied – information is presented in small, easily assimilable amounts, and theory is integrated directly into practical scenarios. Each scenario is designed to encourage critical thinking, reflection, and discussion.
Practical application: from selfies to “Studio Ghibli” style art
One of the program’s distinctive features is learning scenarios that combine creativity with technology analysis. For example, the program presents a scenario where students are invited to use free AI image generators (such as “Craiyon” or “NightCafe”).
During the task, young people transform photos or illustrations into “Studio Ghibli” style artworks. However, the essential part of this activity is not just the result, but the reflection that follows. Youth are encouraged to discuss questions such as: “Is this art mine?”, “Is it original?”, “How does AI replicate a unique style?”. Thus, through practical activity, an understanding of copyright, originality, and the ethical aspects of AI usage is developed.
Flexible Adaptation and Blended Learning
The prepared curriculum is adapted for both classroom work and remote or blended learning. This curriculum will serve as the basis for further project activities aimed at educating responsible youth capable of not only consuming digital content but also critically evaluating and creating it.
The curriculum report: https://youthink.itinstitutas.lt/wp-content/uploads/2025/07/WP2.A5-Curirculum.pdf


