Defining Digital Media Literacy
Digital media literacy is the ability to critically, effectively and responsibly access, use, understand and engage with media of all kinds.
Digital media literacy is the ability to critically, effectively and responsibly access, use, understand and engage with media of all kinds.
For over 20 years MediaSmarts has been producing award-winning resources and programs. This section showcases the recognition we have received for our work.
Each Atlantic Province follows closely the Atlantic Provinces Education Foundation Framework for English Language Arts. In this Framework, media literacy is integrated throughout the English Language Arts curriculum under the general learning outcomes of Speaking and Listening, Reading and Viewing and Writing and Other Ways of Representing.
The following excerpt from Atlantic Canada English Language Arts Curriculum, Grades 7-9, details how media education has been integrated into the Atlantic curriculum.
In the Atlantic Canada Social Studies Framework, media literacy outcomes are included under the broader categories of Citizenship, Power and Governance; Groups and Institutions; Culture and Cultural Diversity; Individual Development and Identity; Global Connections; Individuals, Societies and Economic Choices; Participating in Social Studies; and People, Science and Technology.
Objectivity and accuracy are among the most important journalistic values. Consistently, however, Canadian news media has under-represented and stereotyped racialized groups.
Kids today are using screens more, earlier, and on a wider variety of devices than ever before, and more and more parents are seeking help in taking control of their children’s screen time.
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Parents of young children need to actively manage and control TV viewing in the home. Children need a variety of activities for healthy development and television can be a fun and educational part of a child's daily routine, if managed properly.
Television viewing generally drops during adolescence as young people start to spend more time socializing, doing schoolwork, and using other media, such as music, video games, computers and the Internet.