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1- I've noticed that there is a winner from each of the proposals, for example, there is one winner from the mobile app proposals.

2- The pitch video is not just someone standing to present an idea; it can include videos, pictures, or anything that we need to present the main idea. (There is a team that made the whole video with AI)

3- Media can be books, movies, songs, podcasts, and of course, social media.

The five main components of Media literacy:

Access, Analyse, Evaluate, Create, Act

Our mission is to educate people about how to do those five things to make a habit to earn media literacy skills (whatever the channel will use to deliver the message)

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“Spot the Fake Challenge” – Social Media Campaign

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“Spot the Fake Challenge” – Social Media Campaign

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Weekly challenges on Instagram/TikTok where users try to guess if a photo/video is AI-generated or authentic

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A chatbot (Telegram or WhatsApp) that sends daily short quizzes with real vs. fake news headlines. After each question, it explains the reasoning

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That is a template for an educational toolkit to understand its structure. I think we can work on that proposal.

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A timed challenge where players are given a piece of information and must find a reliable source to confirm or debunk it. Faster verification = more points

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BiasQuest is an online multiplayer game designed to teach young people how to recognize and counteract bias, misinformation, and disinformation in media. Players explore different interactive “worlds,” each themed around a type of bias (e.g., political bias, clickbait, selective omission, emotional manipulation).

In each world, players encounter realistic but fictionalized social media posts, news articles, videos, or memes. Their mission is to:

1. Identify the type of bias or manipulation used.

2. Explain why it’s misleading.

3. Choose the most responsible action (e.g., fact-checking, reporting, or constructive commenting).

Correct answers earn points, unlock badges, and open new levels. The game includes a leaderboard to encourage friendly competition and collaboration.

The aim is to make media literacy training engaging, gamified, and accessible — turning critical thinking into an adventurous skill-building experience. This concept aligns perfectly with the UNESCO Youth Hackathon focus on media and information literacy, creativity, and youth engagement.

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The National Association for Media Literacy Education (NAMLE) unites a community of educators committed to advancing media literacy education.