This interactive quiz, for Grades 6 to 8, is designed to increase students’ knowledge and understanding of alcohol marketing aimed at youth.
Concerns about video games include the time children and teens spend playing them, the physical effects of an inactive lifestyle, and the violent or sexist content of many games. Playing video games can be a positive experience if we understand the issues involved, choose games wisely and control screen time.
These lessons are an adaptation of Grade 8 lessons from the Curriculum Healthy Relationships, by Men For Change, Halifax, Nova Scotia, a 53-activity, three-year curriculum designed for teens.
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.
This lesson helps students understand how self-image can influence lifestyle choices.
In this lesson students answer a brief questionnaire related to self-image, self-esteem, and advertising, and then work as groups to create and act in mock television commercials that parody advertising techniques.
This lesson helps students become more aware of the media’s role in determining what, and who, are perceived as being cool.
This is the first of three lessons that address gender stereotypes. The objective of this lesson is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.