This interactive module for Grades 7 and 8 is designed to increase students’ ability to recognize bias, prejudice and hate propaganda on the Internet and in other media.
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.
Young people today are exposed to a plethora of sexual imagery in media – both online and off. This section looks at potential impacts of exposure to pornography on the development of healthy sexuality and offers tips for protecting young children and educating older kids.
For all that the Internet can offer us, it sometimes offers a platform for promoting hatred and violence. In this section, we cover what online hate means, what Canadian law says about it, and how young people and adults can respond to it while keeping in mind Canada’s position on freedom of expression.
In this lesson students explore the relationship between athletes and advertising through a number of different activities.
Students will consider the use of the Internet as a research tool and learn how to use search engines more effectively. They then apply these new found skills to investigating popular myths about sexuality and contraception.
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.
In this lesson, students explore the gratuitous use ofviolence in televised sports.