Sharing sexts
There is little evidence that sending sexts is by itself a risky act. For example, one 2018 study suggests that “sexting can be a healthy way for young people to explore sexuality and intimacy when it’s consensual.”
There is little evidence that sending sexts is by itself a risky act. For example, one 2018 study suggests that “sexting can be a healthy way for young people to explore sexuality and intimacy when it’s consensual.”
Studies about the gendered aspects of sexting consistently show that while little criticism is attached to boys who send sexts, girls who do so are perceived as being sexually immoral: girls who sext are seen as using their sexuality to get public attention, while boys – even if their sexts become public – are assumed to be doing it only to get the attention of one prospective partner. [1]
Moral disengagement is used to describe the ways in which we convince ourselves to do something that we know is wrong, or to not do something we know is right. MediaSmarts’ research looked at the impact of four moral disengagement mechanisms:
How common young people think sexting is has been identified as one of the strongest factors influencing whether they send sexts.
Typically, youth sexting occurs in three contexts: in lieu of sexual activity for younger adolescents who are not yet physically sexually active; to show interest in someone a teen would like to date; and, for sexually active youth, as proof of trust and intimacy.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.
In this lesson, students reflect on the ways in which digital media can cause stress. Through a series of role-playing exercises, they consider how social media can cause stress by making us compare the highlights of others' lives to the lowlights of our own, and practice strategies for coping with digital stress.
In this lesson, students learn about the ways in which news coverage of an event or issue can be biased, focusing on the aspects of the medium and industry that can lead to bias. They read an article that examines the coverage of mental illness in the news and then participate in an interactive activity that lets them compose their own article. Finally, students find and analyze a recent news story on a mental health topic and write a letter either praising or critiquing it.