Uploaded December 2021 | Updated September 2026, 1 hour ago
Fact checkers do something special to sift through online information. It's simple and effective. But most of us don't do it.
Join my online learning community: benjaminkeep.com/community
00:00 Introduction
00:18 What we do.
01:01 What people rely on for reliability.
02:38 What fact checkers do that’s different.
03:32 Which organization is legit?
REFERENCES
The technical term for what I'm talking about here is "lateral reading," which means moving across sources to compare them (rather than just within a source - "vertical reading").
The paper below is a readable intro to this line of research.
McGrew, S., Ortega, T., Breakstone, J., & Wineburg, S. (2017). The Challenge That's Bigger than Fake News: Civic Reasoning in a Social Media Environment. American educator, 41(3), 4. (files.eric.ed.gov/fulltext/EJ1156387.pdf)
This one discusses a large-scale experiment on high schoolers asking them to evaluate co2science.org, among other things. Students who left the website did far better than those doing a “close reading”.
Breakstone, J., Smith, M., Wineburg, S., Rapaport, A., Carle, J., Garland, M., & Saavedra, A. (2019). Students’ civic online reasoning: A national portrait. Educational Researcher, 0013189X211017495. (https://stacks.stanford.edu/file/druid:cz440cm8408/Students%27%20Civic%20Online%20Reasoning_2021.pdf)
The Reboot Foundation also did a partial replication of some of the findings above for both young and older adults:
reboot-foundation.org/is-there-a-fake-news-generation
Fact checkers do something special to sift through online information. It's simple and effective. But most of us don't do it.
Join my online learning community: benjaminkeep.com/community
00:00 Introduction
00:18 What we do.
01:01 What people rely on for reliability.
02:38 What fact checkers do that’s different.
03:32 Which organization is legit?
REFERENCES
The technical term for what I'm talking about here is "lateral reading," which means moving across sources to compare them (rather than just within a source - "vertical reading").
The paper below is a readable intro to this line of research.
McGrew, S., Ortega, T., Breakstone, J., & Wineburg, S. (2017). The Challenge That's Bigger than Fake News: Civic Reasoning in a Social Media Environment. American educator, 41(3), 4. (files.eric.ed.gov/fulltext/EJ1156387.pdf)
This one discusses a large-scale experiment on high schoolers asking them to evaluate co2science.org, among other things. Students who left the website did far better than those doing a “close reading”.
Breakstone, J., Smith, M., Wineburg, S., Rapaport, A., Carle, J., Garland, M., & Saavedra, A. (2019). Students’ civic online reasoning: A national portrait. Educational Researcher, 0013189X211017495. (https://stacks.stanford.edu/file/druid:cz440cm8408/Students%27%20Civic%20Online%20Reasoning_2021.pdf)
The Reboot Foundation also did a partial replication of some of the findings above for both young and older adults:
reboot-foundation.org/is-there-a-fake-news-generation

![How Games Help Us Learn | Game-Based Learning
Games can help us learn. But how? And when are they most effective?
Join my online learning community: https://www.benjaminkeep.com/community
00:00 Introduction
00:27 Three Ways That Games Can Motivate
03:48 Four Ways to Teach Concepts and Skills
09:22 Whats the Difference Between Gamification and Game-based Learning?
10:10 The Idea Behind Preparation for Future Learning
14:17 The Key Principle to Making Games Effective for Learning
Game examples used in the video:
Kahoot, Math Jumps, Wuzzit Trouble, Mario, Airplane Spotter cards, Coding Pirates (海霸), Dragonbox Numbers, Space Invaders, Stats Invaders, Call of Duty, and Civilization.
What about games that dont help you learn? https://youtu.be/WYl-nZyoEXs
References:
Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, 485-503.
(currently at http://acikders.atauni.edu.tr/pluginfile.php/75303/mod_resource/content/1/GameBasedLearning_V2_1.pdf) [General background on the idea.]
Arena, D. A., & Schwartz, D. L. (2014). Experience and explanation: Using videogames to prepare students for formal instruction in statistics. Journal of Science Education and Technology, 23(4), 538-548. (currently at https://aaalab.stanford.edu/assets/papers/2013/Experience-and-Explanation-OnLine-First.pdf) [This is the one on Stats Invaders.]
Arena, D. A. (2012). Commercial video games as preparation for future learning. Stanford University. (currently at https://www.academia.edu/download/42560722/CommercialVideoGamesAsPreparationForFutureLearning_DylanArena.pdf) [This is the disseration I mentioned using Call of Duty and Civilization.]
Arena, D. (2015). Video games as tillers of soil. Theory Into Practice, 54(2), 94-100. (https://sci-hub.st/https://www.tandfonline.com/doi/abs/10.1080/00405841.2015.1010843) [On the preparation for future learning idea]
Jimenez, O., Arena, D., & Acholonu, U. (2011, June). Tug-of-War: A card game for pulling students to fractions fluency. In Proceedings of the 7th international conference on Games+ Learning+ Society Conference (pp. 119-127). (currently available at https://www.academia.edu/download/6979659/Jimenez,%20Arena,%20Acholonu%20-%20Tug%20Of%20War%20-%20GLS%20Proceedings%20(2011).pdf) [Note how, in this project, when they tested their initial design, students’ game experiences weren’t translating to out-of-game contexts.]
Long, Y., & Aleven, V. (2014, June). Gamification of joint student/system control over problem selection in a linear equation tutor. In International Conference on Intelligent Tutoring Systems (pp. 378-387). Springer, Cham (pdf currently https://www.researchgate.net/profile/Yanjin-Long/publication/268577301_Gamification_of_Joint_StudentSystem_Control_Over_Problem_Selection_in_a_Linear_Equation_Tutor/links/5470fb2b0cf24af340c3b8fd/Gamification-of-Joint-Student-System-Control-Over-Problem-Selection-in-a-Linear-Equation-Tutor.pdf) [An example of where Dragonbox wasn’t effective.]
On how to use Dragonbox effectively in the classroom, check out: https://tapintoteenminds.com/how-to-effectively-use-dragonbox-in-your-solving-equations-lesson/. Note how much time he spends drawing connections between the game and the target skill. How Games Help Us Learn | Game-Based Learning](https://i.ytimg.com/vi/xehxMea2PY8/mqdefault.jpg)

