This interactive tutorial (Licensed Resource) teaches students the critical thinking skills they need to apply to their online experiences, including online safety, authenticating online information, recognizing online marketing ploys, protecting their privacy, managing online relationships and dealing with cyberbullying.
This interactive narrated tutorial teaches students about the benefits and drawbacks of sharing information online. Students give their opinion about what the characters in the story should do about their privacy dilemmas, from posting photos to buying music online, and they receive feedback on their responses as the story unfolds.
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.
This tutorial introduces children, ages 7-9, to the concept of online privacy and teaches them to distinguish between information that is appropriate to give out and information better kept private – and to recognize how this may change in different contexts.
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.
Despite what many adults believe, privacy matters to youth. Teaching kids about privacy, ethics and digital citizenship can give youth the agency to control their personal information and avoid embarrassing or harming themselves and others with their online actions.
In this lesson students explore the relationship between athletes and advertising through a number of different activities.
Students will discuss the concept of human rights and then learn how these ideas led to the drafting of the United Nations Convention on the Rights of the Child.
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.