Looking for one of MediaSmarts' older games?
Privacy Playground, Cybersense and Nonsense, Top Secret!, Allies and Aliens, Passport to the Internet, Jo Cool or Jo Fool, and MyWorld have been retired because Flash Player is no longer supported.
Privacy Playground, Cybersense and Nonsense, Top Secret!, Allies and Aliens, Passport to the Internet, Jo Cool or Jo Fool, and MyWorld have been retired because Flash Player is no longer supported.
Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.
Research shows that only a third of parents have discussed gambling with their children, perhaps because parents are generally unaware of their kids’ participation in these sorts of activities. It’s important to talk about it, though: research has found that family members' views about gambling are a major influence on how likely youth are to gamble.
In this lesson, students debate the effectiveness of health warning labels on tobacco products.
In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.
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.
This section comprises a curricular overview (below), as well as information about professional development for media education, and about media education associations in Prince Edward Island in the left menu.
Yukon follows the British Columbia (BC) English Language Arts curriculum for Grades K-12, which is based on the WCP framework. At the secondary level, Yukon is implementing the BC Integrated Resource Packages (IRPs). In this curriculum, media-related outcomes have been included within the three areas of Comprehend and Respond, Communicate Ideas and Information, and Self and Society.