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Format: Game / Quiz

The Bad News Game

The Bad News Game is a game that exposes tactics and manipulation techniques (impersonation, emotion, polarization, conspiracy, discredit, trolling) that are used to mislead people and build up a following. Bad News works as a psychological “vaccine” against disinformation. According to the developers, by playing it, it builds cognitive resistance against common forms of manipulation that

Interland

Interland, developed by Google, is an interactive, online game that teaches kids aged between 7-12 the key lessons of internet safety. It explores four lands where children learn about sharing personal information, cyberbullying, what and who to trust online and spotting misleading information.   Please click on the link below to access the content: https://beinternetlegends.withgoogle.com/en_ie/interland

Break the Fake

Break the Fake is an educational resource developed by MediaSmarts, Canda’s Centre for Digital Media Literacy about mis/disinformation. It contains lesson plans, videos and quizzes for young people. MediaSmarts have many other media literacy resources that explore the online world.    Please click on the link below to access the content: https://mediasmarts.ca/break-fake

Inoculation Science

This website from the Cambridge Social Decision-Making Lab brings together research and resources on inoculation theory applied to misinformation. It provides 3 games, explanatory videos and research explaining inoculation theory and how it helps build resistance against manipulation.  Please click on the link below to access the content: Inoculation Science – Home

MyDigiSkills

MyDigiSkills is a quiz that helps people to better understand their level of digital skills based on knowledge, skills and attitude in each of the five areas of the European Digital Competence Framework for Citizens, known as DigComp. It takes around 20 minutes to complete, and people get a report on their levels of digital skills at

#ForYou: A Game about Algorithms

#ForYou is a card-based pattern-matching game that helps young people aged 13-18 to understand the role that algorithms play in their online and offline lives, and the value of their personal information to companies that use those algorithms. The game is designed to be delivered either in school or in community spaces such as homework