This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
Internet & Mobile
In groups, students will create a Digital Story which addresses a topic, theme or issue that is affecting them. All stages of production will be covered, including research, storyboarding their idea into a visual organizational layout, practicing capturing quality photographs and interviews, and finally weaving their Digital Story into a finished project using computer editing software.
Students often feel detached from the political arena, and this lesson plan we have designed is to help inspire curiosity and action with your secondary students due to the very real connection between early civic engagement and citizens that are active and engaged with politics for their lifetime.
Students are introduced to civic education through a series of activities which will ask them to work together to engage with their larger communities through curiosity, conversation and creation. Current events happening at the neighbourhood, municipal or federal level will act as starting points for each activity.
In this lesson, students are introduced to basic concepts of anthropology and ethnography and explore how they apply to online communities. After performing a digital ethnography project on the norms and values of an online community, students consider how a community’s norms and values are formed and how they can be shaped and influenced.
In this lesson, students examine different types of remixes – from works created by editing a single text to ones that draw inspiration from existing texts – in order to develop a definition of “remix.” They learn about the legal considerations in making remixes under the Copyright Act, consider ethical issues around remixing, and develop a code of best practices for remixing. Students will also consider the differences between remixes that are primarily creative versus those that are done for purposes of criticism, and create their own critical remix.
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 consider how difficult and complicated it can sometimes be to do the right thing. Students are asked to consider whether they agree with a number of widely-held moral principles and then are asked to consider a moral dilemma in which a number of moral principles are in conflict, reflecting on how their view of it may change based on the details of the scenario. They then explore the idea of weighing different moral principles against one another and develop their own moral dilemmas. Finally, students learn practical tools for deciding how best to intervene when they witness cyberbullying and apply those tools to moral dilemmas relating to cyberbullying.
Co-Co’s AdverSmarts: An Interactive Unit on Food Marketing on the Web is an educational game for young children. The purpose of the game is to teach five- to eight-year-olds how to recognize commercial websites that target kids through highly engaging and interactive Web environments.
Background information for parents and teachers for Privacy Pirates: An Interactive Unit on Online Privacy which introduces children, ages 7-9, to the concept of online privacy and teaches them to distinguish between information that is appropriate to give out and information better kept private – and to recognize how this may change in different contexts.
MediaSmarts has partnered with TELUS to develop resources for two online portals designed to help keep Canadian families and kids safe online; the TELUS WISE online educational program and the TELUS WISE footprint website.