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.
This lesson encourages children to explore the differences between their real families and TV families by imagining how their own families might be portrayed on a television show.
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.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
This is the second of five lessons designed to teachstudents to think critically about the way aboriginal peoples andvisible minorities are portrayed in the press.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson students develop an awareness of the ways in which public perceptions regarding young people have been affected by media portrayals of youth violence and youth crime.
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.