Stay on the Path Lesson Four: Scavenger Hunt
In this lesson, students apply their searching and critical thinking skills to learn how to find legitimate online sources for downloading and streaming movies, music and videos.
In this lesson, students apply their searching and critical thinking skills to learn how to find legitimate online sources for downloading and streaming movies, music and videos.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson, students read an interactive online comic that teaches them key concepts and skills relating to three cybersecurity topics: malware, passwords and privacy from geotracking devices. Following this, students research their own cybersecurity topics and learn how non-fiction comics are made in order to create their own Secure Comic.
Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.
Intellectual property - Anything that comes into being through invention or artistic creation. When an intellectual property is also real property, it is possible to own one but not the other – so that owning a painting (real property right) does not automatically give you the right to make copies of it (intellectual property right).
In Canada, consumers have certain rights to use copyrighted material without permission or license from the owner of the copyright. These rights are defined in the Copyright Act as Fair Dealing exemptions and were redefined in the 2012 changes to the Act. A good knowledge of Fair Dealing can be extremely helpful in understanding what you and your students can do with media in class. It's important to note that the Copyright Act provides very little definition for many of these terms; instead, most of the specifics of Fair Dealing have come from court rulings, and the new exemptions and other changes done in 2012 will likely also be further defined in the same way.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.
2SLGBTQ+ people have been involved in producing their own media for as long as alternative media has existed, but with the advent of the electronic age and cheaper and more accessible electronic devices for production, there has been an explosion of 2SLGBTQ+-produced media of all kinds. The following section explores the ways that 2SLGBTQ+ people have sought to claim space for themselves within media and culture.
The Internet has revolutionized how young people watch movies: half of Canadian teens say that they download movies without paying for them at least once a week. [1]