Developed in partnership with CIRA, this interactive quiz is designed to increase students’ knowledge of the cyber security risks they face every day.
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.
It’s important to understand the real risks young people face on the Internet, especially in regards to sexual exploitation. Who is at risk of sexual harm and why? What activities are markers for higher risk and how can we protect those youth who are most vulnerable. This section explores these topics.
When we use digital devices we run certain risks – to our personal information, our financial data, and those devices themselves. This section describes different cyber security risks, with tips and strategies for managing them, and looks at issues of particular concern to children and teens.
Students will discuss the concept of human rights and then learn how these ideas led to the drafting of the United Nations Convention on the Rights of the Child.
“Media Literacy for Development & Children’s Rights” was created by UNICEF Canada to help young people in grades 6 - 8 understand the role played by the media in influencing their attitudes and perceptions about developing nations and development issues. This module contains a series of lessons, exercises and background information to help familiarize students with the issues and challenges surrounding representation of other countries and cultures by the media.
Lessons on Media and Global Development for Grades 7-12
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.