Online Gambling and Youth
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
This is the third of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.
In this lesson, students learn how shapes are used in character design in comics and animation and look at how male and female characters are depicted in comic books. Using a Comic Book Analysis sheet, students will record the attributes of male and female comic book characters. As a class, students will record common patterns and discuss what messages about men and women are communicated. Students then design a comic book character that uses shapes to communicate what they think a real hero is.
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 draw connections between their existing concepts of privacy and how it applies to the internet and networked devices, then learn essential vocabulary relating to privacy. They then consider some scenarios in which children encounter privacy risks and draw on those to develop a list of “dos” and “don’ts” for using networked devices.
In this lesson, students learn how different media use different techniques to communicate meaning.
In this lesson, students review what the word “privacy” means in an online context and learn key privacy-related vocabulary. They explore different privacy risks and then learn practical techniques and strategies to manage and protect their privacy. Students then demonstrate their understanding of these strategies by illustrating them. Finally, students revisit material from earlier in the lesson and consider how their actions might put other people’s privacy at risk.
In this lesson, students learn how their personal information is key to how most of the “free” apps and platforms they use make money. They learn practical strategies and tools for managing their privacy and plan how these can be used to limit what audiences have access to their personal information.
This lesson series contains discussion topics and extension activities for teachers to integrate the TVOKids Original series Wacky Media Songs. This lesson focuses on enabling students to make media and use existing content for their own purposes.
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.