First Person
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
This lesson introduces students to the online marketing techniques that are used to target children on the Internet. It begins with a guided discussion about the similarities and differences between traditional marketing methods and online advertising and why the Internet is such a desirable medium for advertisers to reach young people. Student activities include a survey of the marketing techniques used on several commercial websites for children; the creation of a commercial website for kids that incorporates common marketing strategies; and an analysis of case studies about online marketing to young people.
Many preschoolers are already active computer users. According to a 2012 Ofcom report, one-third of children ages 3-4 access the Internet using a computer, while a 2011 survey by Common Sense Media found that roughly the same number have used mobile devices such as smartphones and tablets. While children at this age have a limited attention span for online activities, Internet images and sounds can stimulate their imaginations and add to their experiences.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
Time spent using devices is one of parents’ top concerns when it comes to their kids’ digital lives – and is the number one source of conflict between parents and children relating to technology use. It’s tempting for parents to act authoritatively and lay down the law on the number of hours their kids can spend on the computer, but in order to effectively address excessive use, there needs to be an active, voluntary commitment on the part of the young person to control their behaviour. Otherwise, kids will just find ways to work around their parents and be left to their own devices once they’re old enough to leave the house.
We don’t always hear the clock ticking when we’re online, and young people are no exception. Between doing research for homework, talking with friends, updating social media and playing games, it’s easy to see how kids and teens might lose track of time.
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.
The Parenting the Digital Generation workshop looks at the various activities kids love to do online and offers tips and strategies for everything from Facebook privacy settings, online shopping, cyberbullying, to protecting your computer from viruses.
Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.