Resources for Teachers
In this lesson, students learn how to manage distraction when using digital media tools and practice avoiding the “phone loop.” Students learn about the “phone loop” and simple strategies for avoiding it from a video, then rank those strategies based on how useful they think they will be in their own lives. They then think of different things they do with their phones, sort those into ones that have an obvious end point (like checking the weather) and those that don’t. Students try a number of different exercises designed to help them use their devices more mindfully, then write a reflection on the activity. They then identify ways in which apps’ and devices’ design features may make it easy to lose track of how much time we spend using them, then brainstorm ways they can change those features or their own habits to promote more mindful use. Finally, students design “paper prototypes” that show how they would change an app to encourage better habits and more mindful use.
In this lesson, students in grades 4 through 6 explore the capabilities and limitations of AI. They learn to verify AI-generated answers using search engines and reliable sources while collaborating to build a model that explains how AI tools actually function. They evaluate the ethics of various AI uses and establish a set of responsible rules for its application in their studies. Finally, students design a visual "Learning Loop" that illustrates the distinct roles of humans and AI, reinforcing the concept that the student must remain the "boss" of the machine.

In this lesson, students investigate how tobacco companies frame their products in different ways for different audiences.

In this lesson, students learn tobacco and nicotine advertising through the “rules of notice” of visual media. Students move from identifying factual design elements to interpreting their emotional impact and evaluating the broader societal implications of these constructions. Students then create an original counter-advertisement or parody ad that challenges industry narratives and unmasks manipulation.

In this lesson, students learn how film and related media use camera angles, distance and movement to tell a story. Students review various film techniques that are used to create visual meaning and then apply them by creating a six-shot storyboard that tells a complete story.

The comics industry is currently experiencing a period of immense transformation and expansion, marked by surging sales, rapid digital disruption and a dramatic diversification of readership and content. Far from the niche market it was decades ago, today's industry is a global one where new technologies and distribution methods are reshaping how stories are created, circulated and consumed.

Unlike film or photography, which "intrinsically claim to be accurate documents," comics invite the reader to experience “the visual aspect of a story as it’s transformed through the cartoonist’s perception.” With rare occasions, such as photo-comics, a comic is a "particular, personal version of its artist’s vision – not what the artist’s eye sees, but the way the artist’s mind interprets sight."