Outcome Chart - Prince Edward Island - Law 521A
Unit 1: Foundations of Law |
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Overall Expectations |
Unit 1: Foundations of Law |
|
Overall Expectations |
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 groups, students will create a Digital Story which addresses a topic, theme or issue that is affecting them. All stages of production will be covered, including research, storyboarding their idea into a visual organizational layout, practicing capturing quality photographs and interviews, and finally weaving their Digital Story into a finished project using computer editing software.
In this lesson, students learn about media as a source of information, and how this information is presented from a particular point of view.
In this lesson, students become aware of the idea of stereotyping and the role that stereotypes play in the stories and movies that they enjoy.
This outcome chart contains media-related learning outcomes from the British Columbia, Grade 8 English Language Arts curriculum, with links to supporting resources on the MediaSmarts site.
Goals, Growth, and Grit: Skills for Success 120 will provide students with skills in three main areas - positive and productive mindsets and behaviours, organizational patterns, as well as functional and critical literacy. Within the broad learning expectations of the course, specific success skills, strategies, and practices will be explored. Students will be supported to apply and transfer these skills, strategies, and practices to other courses and real-life situations. Students will learn how these support postgraduate pursuits
Outcome Chart - New Brunswick - Writing 110
This outcome chart contains media-related learning outcomes from the Newfoundland and Labrador Grade 4 Health Education with links to supporting resources on the MediaSmarts site.
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.