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.
This lesson encourages children to explore the differences between their real families and TV families by imagining how their own families might be portrayed on a television show.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
This is the second of five lessons designed to teachstudents to think critically about the way aboriginal peoples andvisible minorities are portrayed in the press.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson students develop an awareness of the ways in which public perceptions regarding young people have been affected by media portrayals of youth violence and youth crime.
In this lesson, students explore their beliefs and values about independence – and how cigarette advertising exploits peoples’ desires for greater freedom.
In this lesson, students explore various avenues for expressing concern and influencing public opinion about the health hazards of smoking.
In this lesson, students investigate the importance of branding and messaging, especially as they relate to parity products such as beer and alcohol.