On The Loose: A Guide to Life Online For Post-Secondary Students
On the Loose: A Guide to Online Life for Post-Secondary Students supports young adults who are experiencing both new freedoms and challenges in their post- secondary life.
On the Loose: A Guide to Online Life for Post-Secondary Students supports young adults who are experiencing both new freedoms and challenges in their post- secondary life.
In this lesson, students explore issues surrounding the marketing of alcoholic beverages on the Internet.
I remember when the iPad was first released back in 2010. Shortly after it came out, Tom Cruise and Katie Holmes were spotted at a restaurant letting their daughter Suri, who was four years old at the time, play on their iPad while they waited for their food.
We’ve put together some of our best resources to help you and your family manage during these uncertain times.
Even though you're competing against peer pressure and million-dollar marketing campaigns, research has shown that kids are less likely to get involved in smoking or vaping if they've discussed them with their parents. Talking to our kids about tobacco and cannabis advertising will help them to recognize when they're being advertised to and identify the tricks companies use to normalize teen smoking and vaping, and make their products seem safer and less addictive than they really are.
Here are some tips on talking to kids about vaping, tobacco and cannabis advertising.
For nearly thirty years, Canadian teachers have been at the forefront of getting students online and preparing them to use networked technologies safely, productively and responsibly. Many young Canadians have their first experiences with the internet in their classrooms and school libraries. Over the past decade, though, while digital tools have come to provide new opportunities for creating and distributing digital content, MediaSmarts’ research shows that most Canadian teachers aren’t making media in the classroom.
In this lesson students learn about the systems used to classify films, TV programs and video games. Students are asked to take a critical look at the criteria applied to classify these media products, and then take into account and discuss the underlying social and political aspects arising from those systems.