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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
Online news is one of the hardest things to verify. Sometimes early reports that turn out not to be true still circulate on the Internet, and people may spread false reports for commercial or malicious reasons, or even just for “fun.”
Video games are a big part of both boys’ and girls’ lives and they can be a very positive experience for kids and families.
Framed around key concepts of media literacy, the Facing Online Hate tutorial examines how the Internet is used to spread and incite hate, how radicalization occurs, and how youth encounter hate online both through traditional hate sites and “cultures of hatred”. The tutorial also provides strategies for building critical thinking skills in young people to help them understand the nature of online hate, how they may be targets and how to respond appropriately when bias, stereotyping and hatred are encountered online.
In this lesson, students discuss their experiences playing free online games and then learn the costs of these “free” games in the form of paying with money, sharing personal information or providing attention to advertising or branded content. Students then learn a variety of techniques for mitigating the risks and drawbacks of online games and communicate their learning by describing one of these techniques in video-game terms.
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.
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 interactive unit is designed to help kids between the ages of 5 and 8 recognize the marketing techniques used on commercial websites that target children.
Studies have found that fast-food ads dominate children’s programming. In order to give children a perspective on the lure of snack-food advertisements, it’s important that they understand where snacks can fit into a healthy diet. Once they have an understanding of where snack food fits into their lives, they can begin to deconstruct the ads themselves.
In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.
This lesson helps children become aware of the types of violence that appear on television, the frequency with which these acts occur, and how they respond to these acts. It begins with a guided discussion about the different types of violence and then,how violence is portrayed on TV.
This lesson teaches children that television doesn’t always offer the best solutions to conflict.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
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 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.”