Bias in News Sources
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
I’m at the age where I say, ‘when I was younger…’ or ‘back in my day...’ far more than I expected to and it’s often about technology. I don’t know when this transition happened, but here I am. It just started to come out. I now frequently regale the kids with stories of yesteryear as every generation before me has done.
Cyber Choices is an interactive game designed to help students in grades 3 to 5 develop the skills and habits they need to make safe and responsible choices online. Cyber Choices lets students explore four different stories that cover key issues such as making good choices about their own and others’ personal information, dealing with cyberbullying (as both a target and a witness) and managing online conflict.
Screen-Free Week is an annual event that traditionally takes place in May. Each year people from around the world make a conscious decision to turn off screens of all kinds for the week.
Now that we’re past the flurry of people posting about their January New Year’s resolutions (maybe some of them were realistic and easy to follow and some of them less so), it’s a good time to sit back and think about how we can start off a fresh year with intention, particularly when it comes to screen use.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.
Meet Sasha. At age 8, she's a real social butterfly, both online and off, and is very concerned with how the world sees her: she spends a lot of time making sure she looks good in photos online but doesn't always think twice about who might see them. Violet is Sasha's older sister and her polar opposite: she's a hardcore gamer, and just as tough as her Level 65 Barbarian. Though she despairs of her sister sometimes, she's also fiercely protective of her and will unleash her considerable wrath on anyone she thinks is picking on Sasha.
By Samantha McAleese, research associate at MediaSmarts and
David Fowler, vice-president, marketing and communications at CIRA.
A Day in the Life of the Jos is a comprehensive digital citizenship tutorial that prepares students in grades six to eight to deal with all of the issues they face when using digital technology – from online privacy, to cyberbullying, to recognizing what’s real and what’s fake online.
In the last year or two many writers and researchers have been trying to correct the common perception that young people do not care about privacy. While the public may finally be getting the message that teenagers do value their privacy -- as they define it -- the idea that younger children have any personal information worth protecting is still a new one. Certainly, most people would probably be surprised to learn how early children are starting to surf the Net: the average age at which children began to use the Internet dropped from age 10 in 2002 to age four in 2009 (Findahl, Olle, Preschoolers and the Internet, Presented at the EU-kids online conference, London, June 11, 2009); and, thanks to the iPhone and iPad, that number has probably dropped even lower.