Gambling is an issue that parents rarely talk about with their children, but easy access to online gambling sites has made this a pressing issue that needs to be addressed with young people. In this section, we offer parents and teachers resources for discussing this topic with children and youth.
In this section we explore the ethics, laws, and rights that surround questions of intellectual property. Whether it’s a question of downloading music, borrowing graphics and photos, or copying text from an academic source, there are bound to be questions about what is and what is not fair use.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
This lesson looks at the increasing prominence of gambling in the media, particularly movies and television.
In this lesson students encounter the key concepts of intellectual property, learning the difference between copyright and trademark and coming to understand how these affect how media products are created and sold.
In this lesson, students apply their searching and critical thinking skills to learn how to find legitimate online sources for downloading and streaming movies, music and videos.
One of the most unusual things about Internet-based businesses is that few of them try very hard to make money. Of course, with a very few exceptions (such as Wikipedia) making money is certainly in the business plan, or there wouldn’t be all that venture capital floating around, but in general the approach has been to come up with a good product or service first, and only look for ways to make it profitable after it’s acquired a steady clientele. Hugely important and successful ventures like Google, YouTube and Facebook all started out operating at a significant loss. This pattern continues today: it’s already hard to imagine the Internet without Twitter, but so far that service isn’t earning its makers much money (though you can be sure they’re looking for ways to do that.)