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Teaching Italian kids to spot fake news through a game app

By: We the Italians Editorial Staff

Children in elementary and middle school are being introduced to a novel digital tool aimed at helping them navigate the complex landscape of online information. The project, developed for classrooms across Italy, takes the form of an interactive mobile application that turns the process of spotting and evaluating false reports into a game.

Students engage in a series of missions and quizzes designed to show how viral stories can mislead, how algorithms shape what they see, and how emotional triggers often drive sharing and belief.

The application has been prepared by a civic-education startup in partnership with a major national daily newspaper. Presented at a conference in Rome that brought together educators, digital-media specialists and school administrators, the program is aimed at the younger generation aged approximately nine to thirteen. The goal is to equip them with tools and practice to think before they click and share. By embedding the activity in a game environment the idea is to make learning about media literacy fun, immersive and memorable rather than purely classroom instruction.

Participants in the program access the app through their school’s account. They navigate virtual challenges over a limited ‘mission’ timeframe during which they must identify clues that indicate a story may be false. The app’s guide suggests students look for signals such as sensational headlines, missing verification, untraceable sources and patterns of repeated themes across social platforms. At the conclusion of each mission students compile a “fake news guide”- a personal reference listing what red flags they discovered, a set of “yellow alerts” (possible issues) and “red alerts” (strong signs of manipulation). In effect, the students become fact-hunters and digital detectives.

School leaders and civic-education advocates say the initiative is timely. With youth growing up immersed in social networks, viral content and instant reactions, the need to train critical thinking, source awareness and information evaluation is seen as more urgent than ever. By starting at a young age the hope is that the skills acquired carry into adulthood and reduce the risk of mis- and disinformation in both social and civic spheres. Moreover the approach blends digital fluency with civic responsibility — it treats media literacy not just as a technical skill but as a component of a democratic society.

At the same time critics raise caution. They point out that when a well-established media house takes an active role in designing educational tools, questions arise about neutrality, editorial stance and influence. The concern is that a game purportedly about debunking false claims might implicitly encourage a particular worldview or set of accepted narratives. If the educational tool defines “truth” in a hostile way toward dissenting voices rather than opening space for multiple perspectives, it risks shifting from empowerment to indoctrination. Some argue that schools should offer students not just one path to recognizing falsehood but multiple frameworks for inquiry, debate and self-assessment.

The designers respond that the program is built to foster independence of thought. They emphasise that students will be guided to ask questions, check sources and compare accounts rather than simply accept a label of “fake” from the app. They also note that the project is just beginning and will undergo evaluation, adaptation and expansion. What remains clear is that the classroom landscape is changing. As information flows faster and networks multiply, schools are seeking new ways to help young people navigate a world in which the line between fact and opinion is blurred. By combining education, technology and gamification the program hopes to offer one new model of media-aware citizenship.

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We the Italians # 193