Free media literacy resources for students (years 5–12), developed by Australia’s national broadcaster. The collection includes interactive modules for students, classroom materials and lesson plans for teachers, and explainers on topics such as news production and media bias. The site also features BTN High, a curriculum-linked news program for upper-primary and secondary students, and “Real, LOLZ, Oops or Fake”, an online game through which players evaluate news sources and assess the headlines, content and imagery of stories to develop their critical thinking skills.
ABC’s Fact Check Essentials
A series of curriculum-aligned interactive lessons to introduce basic fact-checking and verification concepts, developed by RMIT ABC Fact Check and ABC Education. Covering topics such spotting fake videos, identifying misinformation and using verification tools, the lessons build media literacy, critical thinking and fact-checking skills in an engaging way.
ACMI’s School Program and Resources
Professional learning resources from Australia’s national museum of screen culture, ACMI. These courses and webinars are designed to help educators (F–12) teach media and digital literacy, including how to critically evaluate AI-generated content.
AAP FactCheck
An independent, Australian-based fact-checking service that publishes fact-check articles and media literacy resources. Useful for educators and the public, it offers real-world examples of how misinformation spreads and how facts are verified using credible sources.
Bad News
A text-based game developed by the University of Cambridge’s Social Decision-Making Lab to help adults and kids aged 14+ recognise common manipulation techniques and combat online misinformation. Players assume the role of “fake news-monger” and are tasked with spreading misinformation while trying to maintain their follower count and their credibility.
Bad Vaxx
An online game to build resilience against vaccine misinformation by exposing players to common tactics used to confuse and mislead the public. Designed for audiences aged 15+, it asks players to either spread misinformation or work against it. Bad Vaxx was developed by a multi-university team of experts in psychology, behaviour and communications.
Break the Fake
A Canadian digital literacy campaign offering explainers for parents, lesson plans for teachers (years F–12) and quizzes to build critical thinking skills using real-world examples. Designed to help audiences spot and fact check suspicious content, the collection was developed by the nonprofit organisation MediaSmarts.
Breaking Harmony Square
A game to help audiences aged 15+ understand the mechanics of political disinformation. Players assume the role of “chief disinformation officer” in a fictional town, learning to manipulate public opinion through tactics such as trolling, amplification and the use of emotional language. Developed by University of Cambridge psychologists and Dutch media experts, the game builds audiences’ critical thinking skills and their ability to recognise and resist online manipulation.
Busting 5 Common Climate Myths
In this video, Monash University climate scientist Dr Kim Reid debunks five common myths about climate change. This resource promotes evidence-based assessments of climate claims, supports critical thinking and helps learners to separate fact from fiction. Produced on behalf of the RMIT Information Integrity Hub by Eiddwen Jeffery and Renee Davidson.
Cat Park
An online game to build resilience against harmful information through exposure to common disinformation tactics. Set in a fictional town, it asks players (aged 15+) to spread disinformation about a proposed cat park using emotional headlines, manipulative imagery and polarising rhetoric. The game, created by Dutch media studio Tilt, takes 15–20 minutes to complete and is accompanied by a lesson plan and teacher toolkit.
Checkology
A “virtual classroom” in which students (years 5–12) learn to spot misinformation, recognise bias and question conspiratorial thinking. Lessons draw on real examples from social media and the news to engage students in critical analysis. Developed by The News Literacy Project, a US-based education nonprofit, the platform supports learners to become critical thinkers and informed and responsible digital citizens. Teacher registration is required.
Choose Your Own Fake News
A text-based game in which players navigate through relatable scenarios involving misinformation and disinformation, such as job scams, vaccine claims and election rumours. Developed by Ugandan civic technology organisation Pollicy, with support from the Mozilla Foundation, the game builds skills in critical thinking and decision-making, preparing players to recognise and respond to false information online.
Combating Climate Misinformation
In this video, climate and communication experts share strategies to limit the spread of climate misinformation. Featuring Dr John Cook from the University of Melbourne and Dr Lucy Richardson from Monash University, the video discusses effective climate-communication strategies and how to ensure accurate and reliable information reaches the public. Produced on behalf of the RMIT Information Integrity Hub by Eiddwen Jeffery and Renee Davidson.
Common Sense Education
A US database packed with digital and media literacy lesson plans for teachers (years F–12), created by Common Sense Education and Harvard University education experts. Major collections include the Digital Citizenship Curriculum, the Digital Literacy & Well-Being Curriculum and the Essential News & Media Literacy Skills collection. Together, these lessons cover digital footprints, healthy habits, relationships and cyberbullying, social media algorithms, AI, media balance and much more.
CTRL-F
A Canadian digital media literacy program to build AI literacy and help students (years 7–12) identify false and misleading information online. Designed by civics educational nonprofit CIVIX, it includes evidence-based strategies for critically assessing online content and a short curriculum adapted from digital literacy expert Mike Caulfield’s SIFT method (Stop, Investigate the source, Find better coverage, Trace claims).
Data Detox Kit
A series of accessible guides for improving online privacy, security and wellbeing. Produced by German nonprofit Tactical Tech, the guides also include resources and explainers on misinformation, artificial intelligence and the connections between technology and the environment.
Digital Citizenship: Prepare Learners for Online Success
A professional learning module designed by Microsoft Learn to help educators (years F–12) teach media literacy and digital citizenship. With a strong focus on identifying misinformation and disinformation, it supports teachers, parents and guardians to foster the critical thinking skills that are essential for students’ safe and informed digital engagement.
Digital Citizenship+ Resource Platform
An expansive database of classroom resources dedicated to building digital and information literacy among young people (years 5–12). Designed for educators by Harvard University’s Berkman Klein Center, lesson plans cover everything from understanding information quality and the digital economy to protecting your privacy and reputation.
Digital Investigations Toolkit
A dashboard of essential tools and tips for online investigations and digital storytelling. Produced and curated by the RMIT Information Integrity Hub, the toolkit covers the basics of gathering, assessing and reporting evidence and is ideal for anyone getting started with fact checking, online verification and open-source intelligence (OSINT).
eSafety’s Toolkit for Schools
A suite of resources designed to help schools (F–12) create safer online environments. Developed by Australia’s eSafety Commissioner, it includes reference guides, incident assessment tools, experience surveys and student activities to support a nationally consistent approach to preventing and responding to online safety issues. The toolkit has been designed to help implement eSafety’s Best Practice Framework for Online Safety Education.
eSmart
An extensive program of lesson plans and online modules (years F–10) designed to keep children informed, responsible and safe online. Younger students can earn their “Digital Licence”, while older students can explore the Media Literacy Lab (requires teacher registration). Created by the Alannah & Madeline Foundation and endorsed by eSafety, these resources are aligned to the Australian curriculum and cover topics such as advertising, consent and AI images. Teachers can also complete professional development modules.
Fakey
An online media-literacy game that immerses players in a simulated social media environment and awards points for identifying misinformation or promoting legitimate news stories. Developed by Indiana University’s Observatory on Social Media, the game can be used as an educational resource to teach students skills in verification and responsible digital citizenship, providing immediate feedback to help develop their critical thinking.
First Draft’s Training Resources (Archived)
First Draft was a nonprofit (2015–2022) dedicated to training journalists and combating misinformation and disinformation. Its resources offer practical advice to researchers on how to find, verify and publish content sourced from the social web. First Draft’s website is now hosted by the Internet Archive and may trigger a browser security warning.
Framework for Countering Misinformation
A framework for choosing the most appropriate response to counter misinformation. Suitable for general audiences and students (years 7–12), the framework is set out in a video, short guide and comprehensive report, which explain how responses to falsehoods should take into account their prominence, relevance and persuasive potential.
GenAI Arcade
An interactive platform for exploring and playing with generative artificial intelligence tools. Developed by QUT’s Generative AI Lab, the arcade features a series of games that demystify the technology behind AI and reveal its capabilities and limitations.
How Good Are You at Spotting Fake News?
An online quiz about false and misleading content which requires players to critically evaluate news headlines and social media posts. Designed as part of the Digital Tattoo Project, a collaboration between two Canadian universities, the quiz can be used as an educational resource to develop media literacy, critical thinking and fact-checking skills.
Libertas Veritas: Freedom and Truth
A text-based choose-your-own-adventure game designed to make students and adults think critically about misinformation and propaganda. Players take on the role of “Minister of Integrity” in the fictional nation of Libertas Veritas, where they make key decisions about how information is created and controlled by the government. Created by Deakin University’s Luke Watsford, the game can be used as a tool to build media literacy skills by exploring concepts of freedom, truth and political messaging.
MediaWise
MediaWise is an initiative of the Poynter Institute that provides learners of all ages with the tools and critical skills they need to identify misinformation via online modules, explainers, videos, fact checks and lesson plans for educators. Its program includes the Hit Pause Media Literacy Curriculum, which offers 11 ready-to-use lessons for secondary students, focusing on fact checking, critical evaluation of information and responsible sharing online. Poynter is the home of the International Fact-Checking Network, and MediaWise oversees the Teen Fact-Checking Network.
Misinformation Susceptibility Test
An online psychological test that assesses users’ ability to separate fact from fiction by asking them to classify a series of news headlines. Developed by the University of Cambridge, the test forms part of an Oxford-led study that aims to develop a universal framework for assessing misinformation susceptibility. Responses can remain anonymous.
MoAD’s Media Literacy Resources
A catalogue of media literacy resources for students (years F–12). Developed by the Museum of Australian Democracy, these resources include videos, explainers and classroom activities on topics such as digital citizenship, media production and bias, and the role of news in Australian democracy.
Reality Check: The Game in Media Smarts
An online game for secondary students (aged 14–18) designed by the Canadian charity MediaSmarts. Players navigate social media stories that may be true, false or partially accurate and are guided to investigate sources, compare information and use tools such as fact-checking sites and reverse image searches. Students practise critical thinking, digital literacy and information verification skills, learning to assess the reliability of online content and make informed decisions.
RMIT ABC Fact Check
An independent Australian fact-checking service that operated as a partnership between RMIT University and the ABC between 2017 and 2024. During that time, which included the COVID-19 pandemic and Voice to Parliament referendum, its journalists tested claims made by public figures and debunked social media misinformation. The unit’s archive of fact checks offers real-world examples of how misinformation spreads and how facts are verified using credible sources.
RMIT’s Fact-Checking Course
A free course that equips students with the skills to spot falsehoods and manipulated media and to reflexively question what they see online. Aimed primarily at university students, it covers the essential concepts and processes of fact checking, source evaluation and critical thinking in the age of online conspiracies and generative AI. Presented by RMIT lecturer Sushi Das, the course is modelled on RMIT’s Australian-first fact-checking “micro credential”, which has been updated and made free to the public.
Triage Your Fact-Checking
A board game exercise designed by US public broadcaster NPR to help journalism students evaluate facts and consider how they are presented in news reports. Using a four-quadrant card printout with pre-prepared examples, the game develops skills in critical thinking, decision-making and media literacy by challenging learners to assess how information is attributed or omitted, offering hands-on experience in navigating real-world news verification.
