This is a complete forty-five minute lesson on AI images that needs no preparation beyond opening a browser. Students play a round of the quiz, compare their scores, then work through the clues and the discussion questions below. No accounts, no installation, no student data collected.
Tap real or AI — the answer resolves immediately, no sign-up.
Students arrive convinced they can spot a fake, and the first round usually proves otherwise. That gap between confidence and score is the teaching moment: it is far more persuasive than a slide stating that young people overestimate their ability to detect synthetic media.
The lesson therefore starts with the game, not with a theory. Five minutes of play gives every student a personal number to argue about, and the rest of the session gives them the vocabulary to explain why they missed.
Use the timetable as a guide rather than a script. Classes that argue a lot will spend longer on the discussion and can skip the homework briefing.
If a class shares devices, the second round works well as a single projected round with a show of hands per image.
These questions move the lesson from technique to judgement, which is where media literacy actually lives.
Be explicit that detection is not a guaranteed skill and that no checklist survives the next model release intact. What stays stable is the habit: check the source, look for two independent clues, and say how sure you are.
It also helps to name the failure mode they will meet most often. It is not a perfect deepfake; it is an ordinary photograph with a wrong caption, or a real image from a different year attached to a new event. Manipulation is usually about context rather than pixels.
The quiz runs entirely in the browser. No account is needed, no email address is requested, and progress is stored locally on the device unless a student chooses to save a name for the leaderboard.
There is advertising on the public site, so check your school's policy before using it in class. If ads are not permitted, the discussion questions and the checklist page can be used on their own, without the game.
Yes. It runs in the browser with no account and no personal data. Check your school's rules on advertising and on shared devices before the lesson.
It works from about year eight upwards. For younger classes, use the easy level and keep the discussion to the first two questions.
No. Open the quiz, play one round, and use the timetable and discussion questions above. The tips page supplies the examples if you want them.
Yes. Every mode is playable without signing up. A name is only needed if a student wants to appear on the public leaderboard.
Ten images, one decision each, points for speed and accuracy. Free, no account needed.
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