Search results
In this lesson, students learn how to create their own youth consumer magazine or Internet site.
In this lesson, students will produce a 20 minute news broadcast.
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.
Students will discuss the concept of human rights and then learn how these ideas led to the drafting of the United Nations Convention on the Rights of the Child.
In this lesson, students explore how magazines are developed to reach specific target markets.
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 examine the visual codes used on television and in movies through an exploration of various camera techniques. Students begin with a discussion about camera-subject distance, and review various film techniques that are used to create visual meaning.
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 discuss their online experiences and learn how to minimize the potential risks that may be associated with them.