Observed Correction
How We Can All Respond to Misinformation on Social Media (Oxford Studies in Digital Politics)
Biography
Shared Research
Assessing the relative merits of news literacy and corrections in responding to misinformation on Twitter
Extending previous research, we test two solutions for addressing misinformation by pairing news literacy (NL) messages with corrective responses to health misinformation shared on Twitter. Importantly, we consider a range of outcomes, including not just credibility or misperceptions, but also feelings of news literacy and support for its value. Using an experiment, we find that user corrections of a meme containing false information reduced credibility assessments of the misinformation post and misperceptions but seeing misinformation also produced lower perceptions of personal news literacy and its value for society, regardless of whether it is corrected or not. Exposure to an NL message did not enhance the effectiveness of these corrective responses nor boost NL attitudes and may have generated cynicism. We discuss the challenges of designing NL messages for social media that achieve the wide range of goals news literacy interventions aspire to address.
Correcting What’s True: Testing Competing Claims About Health Misinformation on Social Media
This study expands on existing research about correcting misinformation on social media. Using an experimental design, we explore the effects of three truth signals related to stories shared on social media: whether the person posting the story says it is true, whether the replies to the story say it is true, or whether the story itself is actually true. Our results suggest that individuals should not share misinformation in order to debunk it, as audiences assume sharing is an endorsement. Additionally, while two responses debunking the post do reduce belief in the post’s veracity and argument, this process occurs equally when the story is false (thereby reducing misperceptions) as when it is true (thus reinforcing misperceptions). Our results have implications for individuals interested in correcting health misinformation on social media and for the organizations that support their efforts.
Defining and conceptualizing news literacy
Interest in news literacy inside and outside the academy has grown alongside related concerns about the quality of news and information available. Attempts to fully define, explicate and operationalize news literacy, however, are scattered. Drawing on literature across journalism and mass communication, we propose a definition of news literacy that combines knowledge of news production, distribution and consumption with skills that help audiences assert control over their relationship with news. We propose that knowledge and skills should be conceptualized across five domains: context, creation, content, circulation and consumption. This explication offers a clear, concise and cohesive path for research about news literacy, especially empirical testing to evaluate news literacy and its effectiveness in contributing to relevant behaviours. This framework also offers a consistent, yet flexible, approach to measuring news literacy across diverse contexts.
The cranky uncle game—Combining humor and gamification to build student resilience against climate misinformation
Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging disengaged audiences. This paper describes a humorous serious game—“Cranky Uncle”—developed in the U.S. to inoculate players against climate misinformation. The game combines psychological research into active inoculation, critical-thinking work on misleading rhetorical techniques, communication research into cartoon debunking, and gamification. The game’s cartoon humor and the creative potential of active inoculation lends it to classroom applications; educators have thus used classroom activities to complement the game in order to improve students’ climate literacy and critical-thinking abilities. We present several qualitative U.S.-based case studies, in formal English-speaking tertiary classrooms and informal public education settings, to illustrate the utility of a humorous, game-based approach to building resilience against climate misinformation. The approaches adopted in our case studies are offered as a model for other educators looking to use interactive games to teach critical thinking.
Shared Research
Extending previous research, we test two solutions for addressing misinformation by pairing news literacy (NL) messages with corrective responses to health misinformation shared on Twitter. Importantly, we consider a range of outcomes, including not just credibility or misperceptions, but also feelings of news literacy and support for its value. Using an experiment, we find that user corrections of a meme containing false information reduced credibility assessments of the misinformation post and misperceptions but seeing misinformation also produced lower perceptions of personal news literacy and its value for society, regardless of whether it is corrected or not. Exposure to an NL message did not enhance the effectiveness of these corrective responses nor boost NL attitudes and may have generated cynicism. We discuss the challenges of designing NL messages for social media that achieve the wide range of goals news literacy interventions aspire to address.
This study expands on existing research about correcting misinformation on social media. Using an experimental design, we explore the effects of three truth signals related to stories shared on social media: whether the person posting the story says it is true, whether the replies to the story say it is true, or whether the story itself is actually true. Our results suggest that individuals should not share misinformation in order to debunk it, as audiences assume sharing is an endorsement. Additionally, while two responses debunking the post do reduce belief in the post’s veracity and argument, this process occurs equally when the story is false (thereby reducing misperceptions) as when it is true (thus reinforcing misperceptions). Our results have implications for individuals interested in correcting health misinformation on social media and for the organizations that support their efforts.
Interest in news literacy inside and outside the academy has grown alongside related concerns about the quality of news and information available. Attempts to fully define, explicate and operationalize news literacy, however, are scattered. Drawing on literature across journalism and mass communication, we propose a definition of news literacy that combines knowledge of news production, distribution and consumption with skills that help audiences assert control over their relationship with news. We propose that knowledge and skills should be conceptualized across five domains: context, creation, content, circulation and consumption. This explication offers a clear, concise and cohesive path for research about news literacy, especially empirical testing to evaluate news literacy and its effectiveness in contributing to relevant behaviours. This framework also offers a consistent, yet flexible, approach to measuring news literacy across diverse contexts.
Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging disengaged audiences. This paper describes a humorous serious game—“Cranky Uncle”—developed in the U.S. to inoculate players against climate misinformation. The game combines psychological research into active inoculation, critical-thinking work on misleading rhetorical techniques, communication research into cartoon debunking, and gamification. The game’s cartoon humor and the creative potential of active inoculation lends it to classroom applications; educators have thus used classroom activities to complement the game in order to improve students’ climate literacy and critical-thinking abilities. We present several qualitative U.S.-based case studies, in formal English-speaking tertiary classrooms and informal public education settings, to illustrate the utility of a humorous, game-based approach to building resilience against climate misinformation. The approaches adopted in our case studies are offered as a model for other educators looking to use interactive games to teach critical thinking.
A number of solutions have been proposed to address concerns about misinformation online, including encouraging experts to engage in corrections of misinformation being shared and improving media literacy among the American public. This study combines these approaches to examine whether news literacy (NL) messages on social media enhance the effectiveness of expert correction of misinformation on Twitter. Two experiments suggest that expert organizations can successfully correct misinformation on social media across two controversial issues with a single tweet. However, three different NL messages did not improve the effectiveness of expert corrections. We discuss the difficulties of crafting NL messages that break through the clutter on social media and suggest guidelines for organizations attempting to address misinformation online.
Public Media
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