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.
Privilege manifests itself in a many ways. The fact that it is systemic rather than localized means that it is difficult to identify. Moreover, individual benefits of privilege may often seem small — but being outside of privilege can have staggering setbacks. This section helps identify how media and privilege intersect.
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.
In this lesson students discuss their online experiences and learn how to minimize the potential risks that may be associated with them.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.