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Level: Grades 7-8
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 75 minutes
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information. Students consider the ways in which games may gather or solicit information about them and learn about tools which they can use to control their personal privacy, and then discuss the trade-offs between protecting their privacy and enjoying a full game experience. As a class, the students explore short scenarios designed to highlight the complexity of these trade-offs. Finally, in an optional evaluation task students assess a game on the basis of how much it compromises players' personal information and how well it permits them to take control of their personal privacy.
Click here to download the Personal Information Avatar PowerPoint.
This lesson and all associated documents (handouts, overheads, backgrounders) are available in an easy-print, pdf kit version.
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