This interactive tutorial (Licensed Resource) teaches students the critical thinking skills they need to apply to their online experiences, including online safety, authenticating online information, recognizing online marketing ploys, protecting their privacy, managing online relationships and dealing with cyberbullying.
This interactive unit is designed to help kids between the ages of 5 and 8 recognize the marketing techniques used on commercial websites that target children.
In this game, designed for ages 8-10, the CyberPigs play on their favourite website and encounter marketing ploys, spam and a close encounter with a not-too-friendly wolf.
The following section looks at the ways in which children and youth are targeted and marketed to online and the associated issues. It also provides strategies to help kids develop the media smarts they need to play – and not unwittingly pay – when they go online.
This section hones in on many issues that are specific or unique to Aboriginal people in Canada, including the underreporting of crimes against Aboriginal people by news media and the unique challenges faced by Aboriginal people seeking to produce content for their own communities.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.