Family films part two – Finding films and illegal downloads
Yesterday’s post was about our resolution to watch more films this year. This post is a bit about the sources of those films and the issue of illegal downloads.
Yesterday’s post was about our resolution to watch more films this year. This post is a bit about the sources of those films and the issue of illegal downloads.
Students and educators are already having to deal with artificial intelligence (AI) and its implications on schoolwork, assignments and lessons. When writing an essay, or when completing a school project, generative AI tools like ChatGPT can maybe speed up the results, save time and craft the correct response. Is that a good thing or are we causing more issues for our futures?
So, parents, you may or may not have noticed that Taylor Swift has announced a tour that will in fact include six Toronto dates.
Ohhhh, you have noticed? Because you tried to get nearly impossible-to-get tickets like 38 million other people did?
Yeah, you aren’t alone.
Whether it’s to prepare for the future job market or just to manage the lives they already lead online, young Canadians need to be digitally literate. But what exactly is digital literacy, and how can we ensure that all Canadian youth are learning the digital skills they need?
This four-lesson unit on search skills and critical thinking teaches students how to target and specify their online searches to avoid unwanted results, how to judge whether a link, search result or website is legitimate or phony, and how to find legitimate sources online for media works such as music, videos and movies. In this lesson, students apply what they have learned in the first two lessons to find and verify information online.
In this lesson, students use mind maps to explore concepts of “respect” and “consent” in an online context. They consider a wide range of scenarios that shed light on different aspects of consent relating to digital media and draw on those to create a detailed definition. Finally, students create an “explainer” video in which they illustrate one of the aspects of consent.
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.
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.
Meet Sasha. At age 8, she's a real social butterfly, both online and off, and is very concerned with how the world sees her: she spends a lot of time making sure she looks good in photos online but doesn't always think twice about who might see them. Violet is Sasha's older sister and her polar opposite: she's a hardcore gamer, and just as tough as her Level 65 Barbarian. Though she despairs of her sister sometimes, she's also fiercely protective of her and will unleash her considerable wrath on anyone she thinks is picking on Sasha.