3.3 Spread of Misinformation Lesson

Lesson Overview

In this lesson, students will be able to tell what misinformation is and understand that it spreads faster than authentic information. In the first lesson, students will play out a game in which they spread misinformation and reflect on their choices. In the second one, they will learn how to spot misinformation and come up with solutions on how to stop it. 

Total Lesson Time:  2 days, 55 minutes each (optional 30 min extension)

Learning Objectives:  Students will be able to . . .

  • Compare misinformation to not misinformation to describe effects or consequences.
  • Evaluate a given list of pieces of information to identify which are likely to be misinformation
  • Understand that the rapid spread of misinformation is the result of human behavior
  • Propose a solution for decreasing the spread of misinformation.

Vocabulary Introduced:  misinformation, disinformation

Pacing:

Day 1:

  • The Misinformation Game (20 min)
  • Introduction to Misinformation (10 min)
  • Recognizing Misinformation Activity (15 min)
  • Closing (10 min)

Day 2:

  • Introduction & review of Day 1 (20 min)
  • Spotting Misinformation Activity (Kahoot or slides) (20 min)
  • Closing & Exit Ticket (10 min)

Extension Activity:  Spotting and Stopping Misinformation

Planning Guide

Preparation Needed: 20-30 min

Prep Needed for Teaching In-Person:

  • Print the Fruit & Veggie Tracker
  • Print & cut out 5 message cards per student
  • Optional:  Have the Kahoot game loaded with the game access code for students to use

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Teacher Modifications

One of the amazing things about this curriculum is how much teachers have been involved in modifying it make it more fun, engaging, and inclusive for their students. 

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Activity Usage

Copyright held by MIT STEP Lab 

License: CC-BY-NC under Creative Commons

These materials are licensed as CC-BY-NC 4.0 International under creative commons. (For more information visit https://creativecommons.org/licenses/by-nc/4.0/). This  license allows you to  remix, tweak, and build upon these materials non-commercially as long as you include acknowledgement to the creators. Derivative works should include acknowledgement but do not have to be licensed as CC-BY-NC. People interested in using this work for for-profit commercial purposes should reach out to Irene Lee at [email protected] for information as to how to proceed. Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)

 

Attribution:

The original activity “Misinformation Game” was created as part of the “Data Privacy Curriculum” by Stephanie Nguyen and Daniella DiPaola from the MIT Media Lab Personal Robots Group.  This version of the Misinformation Game was developed by Daniella DiPaola and Safinah Ali for the MIT STEP Lab’s Developing AI Literacy (DAILy) curriculum. See more at Developing Middle School Students’ AI Literacy. The unplugged version of the “Misinformation Game” activity was developed for DAILy 2.0 by Beatriz Perret and Kate Moore. 

 

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