Tobacco Labels
In this lesson, students debate the effectiveness of health warning labels on tobacco products.
In this lesson, students debate the effectiveness of health warning labels on tobacco products.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.
Research has found that these things are most likely to be scary to children:
The line between hate speech and free speech is a thin one, and different countries, platforms and communities have different levels of tolerance. The line is even thinner in digital environments where hateful comments posted lawfully in one country can be read in other countries where they may be deemed unlawful.
Traditional government responses to online hate have been to police cyberspace as an extension of the state’s territory, ignoring the online/offline divide.
Since its earliest days, the internet has been hailed as a uniquely open marketplace of ideas and it’s become an essential means for people to access information and services. The downside of this is that, alongside its many valuable resources, the internet also offers a host of offensive materials – including hateful content – that attempt to inflame public opinion against certain groups and to turn people against one another.
The internet has become a prime means of communication worldwide and this unprecedented global reach – combined with the difficulty in tracking communications – makes it an ideal tool for extremists to repackage old hatred, raise funds and recruit members. As the internet has grown and changed, hate groups and movements have adapted, creating websites, forums and social network profiles, becoming active in spaces such as online games and even creating parallel versions of services such as Twitter, YouTube and GoFundMe.
There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.
Online hate can have an impact in three interconnected ways: