Once Upon a Time
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.
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.
In grades 2-3, students are still not yet able to think critically about technology, accepting online environments and activities at face value. However, their growing independence means they are looking for more information online, and they are starting to integrate computers and the Internet into their daily lives.
Cyber Choices is an interactive game designed to help students in grades 3 to 5 develop the skills and habits they need to make safe and responsible choices online. Cyber Choices lets students explore four different stories that cover key issues such as making good choices about their own and others’ personal information, dealing with cyberbullying (as both a target and a witness) and managing online conflict.
A Day in the Life of the Jos is an interactive digital literacy tutorial where students in grades six to eight help the brother and sister team Jo and Josie with situations they encounter online as they go about a typical day in their lives. The modules are represented as five days in the lives of Jo and Josie, covering topics that research has identified as being important for youth of this age.
Check to see which provincial/territorial departments, school districts and boards, post-secondary institutions, and individual schools currently hold licences.
Students in the junior grades lack sufficient critical thinking skills to surf the Web alone, but MediaSmarts’ Young Canadians in a Wireless World research shows that almost a third never or rarely use the Internet with an adult nearby. This is also an age where kids may be easily influenced by media images and personalities – especially those that appear "cool" or desirable.
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.
In this lesson, students learn how media influence how we see the world and send intentional and unintentional messages.
Though they are by no means the only factor, media representations of weight and body shape are a major element in body image concerns.