Developed in partnership with CIRA, this interactive quiz is designed to increase students’ knowledge of the cyber security risks they face every day.
This interactive unit is designed to help kids between the ages of 5 and 8 recognize the marketing techniques used on commercial websites that target children.
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.
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 explore the relationship between athletes and advertising through a number of different activities.
This lesson introduces students to the ways in which advertising can affect their food choices.
This lesson looks at food photography and the different techniques used by food stylists to make foods look appealing in advertisements.
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.