In this section, you can find...
Data Defenders is an interactive game that teaches children and pre-teens the concept of personal information and its economic value, and introduces them to ways to manage and protect their personal information on the websites and apps they enjoy
The Your Connected Life guide is designed to help students who are just entering high school balance the demands of their offline life with their digital one.
The Parenting the Digital Generation workshop looks at the various activities kids love to do online and offers tips and strategies for everything from Facebook privacy settings, online shopping, cyberbullying, to protecting your computer from viruses.
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 unit, students explore positive messages about drinking that are promoted and reinforced in ads for alcohol.
In this lesson, students explore issues surrounding the marketing of alcoholic beverages on the Internet.
This interactive module for Grades 7 and 8 is designed to increase students’ ability to recognize bias, prejudice and hate propaganda on the Internet and in other media.
Are you Web aware? A checklist for parents. Are you involved in your kids’ online activities? Do you know what they are doing and who they are talking to when they are on the Internet?
In this lesson, students discuss “viral” photos, videos and news stories that spread via social media. They are shown how challenging it is to authenticate these using only their content and are introduced to tools and techniques for gauging their accuracy based on context, with an eye towards making wise and responsible decisions about whether or not to forward them to their friends and family.
In this lesson students are introduced to the concept of «avatars» and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.
MediaSmarts asked Canadian teens attending a Digital Youth Summit what they do to make the online world better for everyone. Here’s what they said:
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.