Internet & Mobile

In this lesson, students start by discussing the phenomenon of “selfies” and serve as experts in advising the teacher on the standards by which the “best” selfies are judged. They then discuss a number of statements taken from interviews with youth that highlight issues of self-representation, body image and gender standards, and learn about “photoshopping” images. Finally, students apply what they have learned by modifying an image that is at least 50 years old to meet “selfie” standards.

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.

In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.

Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.

In this lesson students learn how digital media is used to promote or combat hatred and intolerance.

In this lesson, students develop a deeper understanding of scapegoating and othering and how these factors may contribute to the promotion of hatred and intolerance.

MediaSmarts’ research has shown that kids with household rules about Internet use are less likely to do things like post their contact information, visit gambling sites, seek out online pornography and talk to strangers online. Having a family agreement or set of rules for using the Internet is also a great way for parents and kids to work together on how to be safe, wise and responsible online.

In this lesson students learn the ways that the apps they use are designed to encourage them to share more information—both with other users and with the apps themselves. They are then introduced to the idea of persuasive design or “dark patterns” and investigate whether these are used to make it more difficult to opt out of data collection on popular apps. Finally, the class creates a “rogues’ gallery” to help them identify dark patterns when they encounter them.

This lesson allows students to explore the concepts of rules, values and ethics and learn how they influence our decision-making. Students are then invited to consider how they can contribute to create positive online cultures.

This lesson is designed to help students determine the validity of information that is presented to them on the Internet. After reviewing a series of evaluation techniques for online resources, students form groups to assess selected websites.