Science Policy in the Post-Truth Era – Project Background

[favorite_button]

Creator(s)

Lai Ma

Organisation(s)

University College Dublin

Discipline(s)

Education, Health and Welfare, Information and Communication Technologies, journalism and information, , Teaching & Learning

Topic(s)

Curriculum Design

License

CC BY

Media Format

Video, Website

Date Submitted

Submitted by

Export Resource Data

Description

Science Literacy in the Post-Truth Era – Project Background

Benefit of this resource and how to make the best use of it

Creative Commons Attribution (CC BY)

This work is licensed under a CC BY license, allowing sharing and adaptation with proper attribution.

https://creativecommons.org/licenses/by/4.0/
? This citation is automatically generated and may require adjustment. Always verify it against your style guide.
Ma, L. (2024). Science policy in the post-truth era – project background. National Resource Hub (Ireland). Retrieved from: https://hub.teachingandlearning.ie/resource/science-policy-in-the-post-truth-era-project-background/ License: Creative Commons Attribution (CC BY).

Adapting this resource? Share your version!

If you have modified or adopted this resource, share your version here. Tracking adaptations helps us measure impact and connects others with useful updates.

Related OER

This poster offers educators an overview of designing a syllabus on the Canvas learning management system that supports personalised learning pathways. It highlights (1) a gamified pedagogy grounded in gaming principles and (2) adaptive learning strategies using MasteryPaths.

The HEA Education for Sustainable Development Spotlight Series 2025: Case Studies Compendium brings together 115 case studies from higher education institutions across Ireland. It showcases how universities and colleges are integrating sustainability and the UN Sustainable Development Goals into teaching, research, curriculum design, assessment practices and community engagement. It offers a comprehensive picture of national ESD activity and provides an accessible resource for educators and policymakers seeking examples of practice-based innovation.

This resource presents AVINA, an automated visual novel generator using large language models to transform multiple-choice questions into interactive learning narratives. Designed for educators and students, it supports gamified training in academic integrity and ethical decision-making through adaptive storytelling and experiential learning.