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Applying Critical Thinking to Navigate Online Information
A professional learning course for secondary school teachers to boost their ability to navigate the digital landscape. Developed by Australia’s Cool.org and the RMIT Information Integrity Hub, it explains why misinformation spreads and how educators can apply critical thinking and fact-checking skills to build resilience against false and misleading content in the form of text, photos and videos. Presented by RMIT digital literacy expert Sushi Das.
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.
Be Internet Awesome
A US-based digital citizenship program that uses interactive slides and a Roblox gamified experience to help parents and primary school educators (years 2–6) teach online safety and media literacy. Designed by Google and covering topics such as digital habits, misinformation, scams, safety and respectful online behaviour, the program encourages critical thinking, ethical behaviour and confident digital participation.
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.
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.
Cranky Uncle
A humorous game designed to help audiences identify common tactics used to spread climate and science denial, developed by Australian psychologist and cartoonist John Cook. Players learn to identify common logical fallacies by interacting with the “Cranky Uncle”.
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).
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.
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).
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.
Fact Check Essentials
A series of curriculum-aligned interactive lessons developed by RMIT ABC Fact Check and ABC Education to introduce basic fact-checking and verification concepts. Covering topics such as how to spot fake videos, identify misinformation and use verification tools, the lessons build media literacy, critical thinking and digital fact-checking skills in an engaging way.
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.
Internet Matters
Internet Matters is a UK-based nonprofit that helps parents and teachers to keep children safe online by fostering critical media awareness. Its resources include Find the Fake, an interactive quiz to build children’s understanding of misinformation, along with lesson plans and other classroom resources for pre-school, primary and secondary educators.
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.
eSafety’s Professional Learning for Lower Primary Teachers
eSafety offers a range of professional learning modules for primary school educators (years F–3) teaching online safety. Its Fostering Early Critical Thinking module, designed to help teachers turn students into curious and confident online safety investigators, provides practical teaching strategies and classroom activities that encourage young learners to question what they see, hear and do online and that develop the self-regulation skills needed to balance their online and offline lives.
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.
Navigating Conversations with Believers of Conspiracy Theories
A professional learning course for secondary school teachers (years 7–10) on how to engage with believers of conspiracy theories. Developed by Australia’s Cool.org in collaboration with the RMIT Information Integrity Hub, it covers conversational strategies, the drivers behind conspiratorial beliefs and how to expand perspectives through research, helping teachers support more informed and respectful dialogue in the classroom. Presented by RMIT digital literacy expert Sushi Das.
Newshounds
A nine-part, curriculum-aligned media literacy resource designed by the producers of the Squiz Kids news podcast. Aimed at primary school educators (years 3–6) and built like an online board game, it helps kids become “internet detectives” by teaching them how to question, analyse and verify online information. The resource includes a ready-to-teach lesson sequence, student workbook and comprehensive teacher manual, making it accessible for parents without prior media literacy expertise.
Other Side of the Story: News and Media Literacy Resources
A collection of explainers, lesson plans, games and quizzes designed by the UK’s BBC Teach to help secondary students (years 7–10) develop skills in media analysis and critical thinking. Covering topics such as misinformation and media influence, the resources explain how to critically evaluate sources, identify bias and make informed decisions. Some video content may be geo-blocked and unavailable in Australia.
Real, LOLZ, Oops or Fake?
An online game created by ABC Education to help students establish good news-reading habits. Players assess news stories by examining their headlines, content and imagery, as well as where they came from, to determine their authenticity. The game builds skills in evaluating sources, identifying misinformation, recognising bias and developing critical thinking.
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.
The PM’s Daughter
A 10-part fictional drama series exploring the life of a teenager whose mum is the Australian prime minister. Created by the ABC in collaboration with the Australian Children’s Television Foundation, the show is accompanied by teaching toolkits (years 5–10) that explore themes such as civic responsibility, media influence, friendship and activism, offering a springboard for class discussions on digital citizenship, leadership and personal values.
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.
Under the Radar: Harmful Industries’ Digital Marketing to Australian Children
A series of three online modules designed for secondary students (ages 12–16) on how harmful products such as alcohol and gambling are marketed to Australian children online. Created by VicHealth and the Alannah & Madeline Foundation, the series helps students to identify persuasive marketing tactics, understand media influence and make informed choices. Modules are accompanied by a teacher guide and available through the eSmart Media Literacy Lab (requires teacher registration).
Young and eSafe – Critical thinking (for students)
This video produced by the Office of the eSafety Commissioner offers guidance to help young people evaluate online content. By developing their critical thinking skills to separate what’s real from what’s fake, it encourages learners to verify information before acting on it.
Young and eSafe – Critical thinking (teaching resources)
A collection of lesson plans, videos and classroom resources for educators to help students (years 9–10) create a positive, respectful and responsible online environment. Developed by the Office of the eSafety Commissioner, the resources cover topics such as respect, safety and critical thinking. Its lesson on critical thinking supports students to evaluate the trustworthiness of online sources and build essential skills for safe and informed digital participation.

