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.
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 are introduced to the idea that their gaming experiences may compromise their personal information.
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.
In this lesson, students analyze their own body image and consider what they wish they could change.
In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens.