Playing With Privacy
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson, students will produce a 20 minute news broadcast.
This activity helps teenagers develop an awareness of marketing tactics aimed at teens through the creation of their own mock advertising campaigns.
Time Management
“Digital technology can have both positive and negative effects on child well-being, depending on the activity and how much time is spent.”[1]
“Screen time” is important…but not as important as what kids do with their screens:
The purpose of the lesson is to facilitate and develop youth art as a form of community engagement and give students the opportunity to explore their experiences with privacy and equality in networked spaces. Students will be presented with several scenarios related to experiences of privacy and (in)equality in networked spaces and how young people have used art to advocate for change. Students will be asked to develop an art project (mural, collage, recorded performances, face/body art, etc.) that they believe best reflects the issues that are important to them. Since the expertise and support to implement an art project vary from classroom to classroom, there are three options for completing this lesson: (i) students design and create their art projects; (ii) students develop a plan to produce an art project without actually creating it; and (iii) students are mentored by professional artists who help them design and implement their art projects.
In this lesson, students consider the ways in which our own biases can prevent us from being objective. They then learn ways to recognize and account for our biases and practice these by playing an interactive online game. Finally, students learn about how public service campaigns can change social norms and create their own PSA to promote ethical sharing of online information.
We were delighted to welcome Wattpad as a Silver Sponsor of our organization in September 2018.
In 2019, Wattpad partnered with MediaSmarts to develop their new Wattpad Safety Portal, giving their users (or any parent or guardian) safety tips and information to help everyone have the best possible experience on their platform.
MediaSmarts conducted a survey of 1,000 youth ages 12 to 16 years old to better understand their attitudes and experiences with casual prejudice online; specifically, the motivations and external factors that influence their decisions whether or not to intervene. Study results uncover that youth experiences with online casual prejudice are common yet many youth do not respond because they don’t know what to do to make a difference. This research is a call for more effective interventions that will prepare, engage, and empower youth to push back against hate online.