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.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
In this lesson, students explore how magazines are developed to reach specific target markets.
This lesson looks at the increasing prominence of gambling in the media, particularly movies and television.
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 will write a news article for the school newspaper.
This lesson is based on an article, which ran in the January 21, 1995 issue of the London Free Press.
In this four-day unit, students will examine the role of popular culture celebrities in creating awareness of world issues.