In this lesson, students are introduced to the idea that “hot” emotional states such as anger or excitement can make it harder for them to control how they act. They also discuss the concept of empathy and look at the ways in which digital communication can make it harder to feel empathy for other people. Students then read scenarios that portray two sides of an online conflict and consider how to resolve them, using their discussion to build a list of tools for emotional management and conflict resolution online. Finally, students create a media product that explains and reminds them of one of those tools.
In this lesson, students consider how we come to hold values and how they affect our behaviour, especially online. They begin by comparing their assumptions about how common positive and negative online behaviours are with accurate statistics, and then consider how believing that something is more or less common than it really is can affect whether or not we think it’s acceptable. The teacher then uses a fable to introduce students to the ways that values can be communicated both overtly and implicitly and students discuss the ways in which their values have been communicated to them. They then turn specifically to the online context and consider what values they have learned about online behaviour and how they learned them. Finally, students consider scenarios that examine ethical questions online and role-play ways of resolving them.
In this lesson, students learn about the concept of “time capsules” and then apply the idea by selecting time capsule contents to represent both the time they live in and their own lives and tastes. They then extend this idea to online content, making a “time capsule” of any online content connected to them. Younger students finish the lesson by creating a group Internet time capsule, while older students finish by considering what online content they might like to remove or keep out of their “time capsules.”
In this lesson, students consider the importance of the written and unwritten rules that make it possible to learn and play together, online and offline.
In this lesson, students look at the different ways in which we spend our free time and learn to find balance between active, learning and media activities. They begin by distinguishing between Active, Learning and Screen time, learn how activities can fall into more than one category; and reflect on their lives to see how well screen time is balanced by other types of activities. Finally, students consider how they might improve how their time is balanced.
In this lesson, students will learn about the concept of branded content and will learn to differentiate between branded images and videos and non-branded images and videos in online and offline contexts through a series of questions and discussions.
This lesson introduces the students to the first steps in finding information on the Internet. Specifically, this lesson helps students understand the basic good practices of searching for something online: be accompanied by a trusted adult, start with a safe site and understand the use and power of using good links and keywords to find what they are looking for and to avoid bad results.
In this lesson, students begin by considering one of five scenarios that illustrate unhealthy relationship behaviours relating to digital media: pressuring others to share private content, cyberstalking, harassment and abuse of trust. Students then relate the scenarios to their own experience by brainstorming other examples of these behaviours and voting on which they feel are most relevant to their lives. The teacher then leads a guided discussion on the reasons why unhealthy behaviours may be more common when we communicate through digital media and ways in which they can be avoided or mitigated. Finally, students act out their own scenario in which they portray young people successfully dealing with one of the unhealthy relationship behaviours.
In this lesson, students consider the role of snack foods in a healthy diet. The teacher then guides them on a tour of popular sites aimed at children, where the class identifies and classifies the advertising encountered there and looks at how the food products being advertised fit – or don’t fit – in the food groups found in the Canada Food Guide. Students then play the game Co-Co’s AdverSmarts to understand some of the techniques used by online food marketers and then create their own mock website promoting a healthy diet.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.