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.
In this lesson students consider and discuss the trade-offs we all make on a daily basis between maintaining our privacy, and gaining access to information services.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
This lesson makes students aware of online privacy issues, primarily those relating to giving out personal information on social networking Web sites such as Facebook. Students will learn to assess the various types of information they provide in Facebook profiles, along with the different levels of access.
Because of the ways that digital media leave out many of the cues that prompt us to feel empathy, it is easy for young people to sometimes forget that real people – with real feelings – are at the heart of online conversations. In this lesson, students are provided with opportunities to explore this concept and discuss the importance of using empathy and common sense when talking to others online.
In this lesson, students explore issues surrounding the marketing of alcoholic beverages on the Internet.
In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.
In this lesson, students are introduced to the idea that “hot” emotional states such as anger or excitement can make it harder for them to control how they act. They also discuss the concept of empathy and look at the ways in which digital communication can make it harder to feel empathy for other people. Students then read scenarios that portray two sides of an online conflict and consider how to resolve them, using their discussion to build a list of tools for emotional management and conflict resolution online. Finally, students create a media product that explains and reminds them of one of those tools.
In this lesson, students consider the role of snack foods in a healthy diet. The teacher then guides them on a tour of popular sites aimed at children, where the class identifies and classifies the advertising encountered there and looks at how the food products being advertised fit – or don’t fit – in the food groups found in the Canada Food Guide. Students then play the game Co-Co’s AdverSmarts to understand some of the techniques used by online food marketers and then create their own mock website promoting a healthy diet.