Activity 1 - Hook

The activity makes use of the principles of gamified, quiz-based learning, as well as peer learning.

Quizzes are a great method to stimulate curiosity and engagement. Quizzes help students learn, because these tasks involve retrieval practice, or thinking back to information previously learned and bringing it to mind. This is clearly evidenced by cognitive psychology, which identified a wide range of benefits, especially in regard to formal education settings. But also in informal learning, some of these benefits are relevant and valid.

Peer learning essentially refers to students learning with and from each other as fellow learners without any implied authority to any individual.

This methodology is used to present how people are affected in practice by the Dunning-Kruger effect. A person who is not an expert in a given field is likely to underestimate how complicated that field is and as a result overestimate their ability to grasp minute details of the subject in question. This is important, because very few of us are experts in more than one areas – meaning that in most aspects of human knowledge we are in the exact position of “poor performers in many intellectual domains” – we simply don’t know enough in order to understand how complicated things really are.

Description
By creating their own quizzes and testing their peers, learners appreciate how easy it can be to get the facts wrong if someone is actively trying to mislead you.
Learning Outcomes
After completing this activity, learners will:
  • Increase their awareness of the prevalence of misinformation
  • Become familiar with some of the mechanisms of manipulation
  • Develop their critical thinking skills
  • Increase their motivation to resist being manipulated

Materials needed for implementation
  • a computer or smartphone for each learner
  • projector
  • whiteboard

Time required
70 min.
Minimum / Maximum group size
4 - 16 person
Level
Intermediary (the ability to set-up quizzes required).
Introduction
You can start the activity by inviting learners to take part in the Factfulness Quiz by Hans Rosling:
https://factfulnessquiz.com/

Another similar quiz can be used instead  - it is important that the obvious answers chosen by the majority are wrong.

It will introduce the concept of quiz-based learning, but also reveal the limitation of the participants' own knowledge. It should be pointed out that getting the wrong answers is hardly unique - the participants systematically get the answers wrong. So wrong that a chimpanzee choosing answers at random will consistently outguess journalists, Nobel laureates, and investment bankers.
10 min.
Activity description
1. Learners will work individually on a computer (recommended) or Smartphone. We propose using the free quiz maker by Canva (https://www.canva.com/design/DAFt3XPcucw/rShdxr70zM4o7J6A2vkV-Q/edit), but any other platform or app can be used.  Each learner has to create a quiz of 6 questions related to a topic they find interesting. These topics can be related to politics, society etc., and preferably focus on little known (or purposefully hidden, if the learner is more suspicious of official sources) facts. The goal is to make all answers plausible, so it is not immediately clear which one is the correct one.
20 min.

2. Through the projector and whiteboard, each quiz is in turn presented to the group, and learners try to guess the correct answers. It is recommended that scores are kept, so that the ones who managed to get the most correct answers are identified.
30 min. 
Debriefing
Learners vote on the best quiz design. They discuss why the answers were so hard to guess for that quiz. They also share different strategies that helped them uncover the truth.
10 min.
Adaptation to online mode
The entire activity can be delivered online without modifications.
Further resources
E-learning uncovered: How to Create E-Learning Quizzes That Engage:
https://www.youtube.com/watch?v=WaPKi0GGRZ4

In particular, of interest can be:
  • Examples of pointless questions and questions to avoid the beginning – 7:15
  • Reasons for incorporating quizzes into our learning: 8:25 - 11:30
  • Writing good and appropriate quiz questions that also relate to your learning objectives: 15:45 - 26:00
  • Writing good answers that are all plausible and could potentially be correct: 26:00 to 30:45

References
Dunning, David (2011). Chapter Five – The Dunning–Kruger Effect: On Being Ignorant of One's Own Ignorance. Advances in Experimental Social Psychology. Vol. 44. Academic Press. pp. 247–296.

The Factfulness Quiz by Hans Rosling:
https://factfulnessquiz.com/

Quizzes on Canva:
https://www.canva.com/create/quizzes/
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