Students will consider the use of the Internet as a research tool and learn how to use search engines more effectively. They then apply these new found skills to investigating popular myths about sexuality and contraception.
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.
To introduce the issue of pornography for classroom discussion. To help students understand the difficulty in determining the sometimes very fine lines between erotica, freedom of expression, and sexual exploitation and to familiarize them with guidelines for making these distinctions.
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.
It is natural for adolescents to be curious about sex: MediaSmarts’ research suggests that one in ten grades 7- 11 students use the Internet to look for information about sexuality. Forty percent of boys look for pornography online, with 28% looking for it daily or weekly. The problem with pornography is that it is an unhealthy response to a healthy concern.
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 look at the different ways in which we spend our free time and learn to find balance between active, learning and media activities. They begin by distinguishing between Active, Learning and Screen time, learn how activities can fall into more than one category; and reflect on their lives to see how well screen time is balanced by other types of activities. Finally, students consider how they might improve how their time is balanced.
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.