This paper discusses complexities of the Internet as an information space and outlines information behavior patterns of users that are often inadequate. On this basis, game-based approaches to foster information literacy are briefly discussed. This provides the wider frame for an exploratory case study in which the effectiveness and acceptance of game-based elements are investigated. In the case study, a small-scale learning module was created. The goal of the learning module was to sensitize learners with respect to their handling of news and to foster their ability to apply critical thinking skills when evaluating information. The learning module was framed with pre-and post-learning surveys. In these surveys, learners' information literacy skills were compared and their estimation of specific instructional instruments was collected. Two designs of the learning module were compared, a design that included game-based elements and a design without game-based elements. Results of the case study are of exploratory value. They indicate, that gamification may be worthwhile because it promotes the transfer of acquired knowledge into real-life behavior. Maybe there is a price to pay. Because of gamification, learners may be more likeable to drop out of the learning scenario.Index Terms-Information literacy, game-based learning, case study.
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