Nunavut
In 2016 Nunavut launched a comprehensive K-12 curriculum that includes locally-developed courses and courses adapted from other provinces and territories.
In 2016 Nunavut launched a comprehensive K-12 curriculum that includes locally-developed courses and courses adapted from other provinces and territories.
Ottawa, ON (March 31, 2014) – Canadian youth are not as digitally literate as adults may think they are, according to new research released today by MediaSmarts. Though today’s young people have grown up immersed in digital media, they still rely on parents and teachers to help them advance their skills in areas such as searching and verifying online information.
Young Canadians in a Wireless World (YCWW) is Canada’s longest running and most comprehensive research study on young people’s attitudes, behaviours and opinions regarding the internet, technology and digital media. The study is currently in its fourth phase, and this seventh and final report brings together the findings from the qualitative and quantitative portions of this study and offers a series of recommendations based on this data. We end this report with some reflections and conclusions on Phase IV of YCWW, including lessons learned and offer some next steps regarding the development of Phase V and the state of digital media literacy in Canada.
Ottawa, ON – October 7, 2019
MediaSmarts and the Canadian Teachers’ Federation (CTF) are today launching Media Literacy Week (October 7 to 11) with teachers and students, libraries and museums, and community groups across the country engaging in activities that encourage Canadians to “Break the Fake” and check information they see online before sharing it.
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.