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.
Students are introduced to Wikipedia, the user-edited online encyclopedia, and given an overview of its strengths and weaknesses as a research source.
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.
Students are introduced to Internet search skills through researching a personal hero. By focusing on the early parts of the research process, students learn to select well-defined topics, ask relevant research questions and select effective keywords. Students then present the information they have found to their classmates in the form of a media product.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
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.
In this lesson students are introduced to the key media literacy concept that media are constructions that re-present reality and consider how representations of crime in news and entertainment media may influence how we perceive members of particular groups.
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 how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
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.