There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.
Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.
Schools are fully aware that the Internet is a treasure trove of knowledge and don’t hesitate to recommend it for research. According to a 2008 study, 77 per cent of teachers assign work involving the use of the Internet. Unfortunately, school curriculums rarely include teaching how to do research on the Web, so parents need to learn the skills for guiding their children as they go online for school assignments.
Research shows that less than 20 per cent of parents discuss gambling with their children; this issue is seen as minor, mainly because parents are generally unaware of their kids’ participation in these sorts of activities.
In e-Parenting Tutorial: Keeping up with your kids’ online activities, Alice, a witty and cyber-savvy mom, takes parents on a tour of the many different Web environments and activities that are popular with children and youth.
The Parenting the Digital Generation workshop looks at the various activities kids love to do online and offers tips and strategies for everything from Facebook privacy settings, online shopping, cyberbullying, to protecting your computer from viruses.
The Raising Ethical Kids For a Networked World tutorial examines some of the moral dilemmas that kids face in their online activities and shares some strategies to help them build the social and emotional intelligence that’s needed to support ethical decision making – and build resiliency if things go wrong.
Co-Co’s AdverSmarts: An Interactive Unit on Food Marketing on the Web is an educational game for young children. The purpose of the game is to teach five- to eight-year-olds how to recognize commercial websites that target kids through highly engaging and interactive Web environments.
CyberSense and Nonsense is the second online adventure of the three CyberPigs. In their first adventure, Privacy Playground, the pigs learn to protect their personal privacy online and to recognize Internet marketing ploys. This time, they explore the world of online chat rooms.
On the Loose: A Guide to Online Life for Post-Secondary Students supports young adults who are experiencing both new freedoms and challenges in their post- secondary life.