Bias in News Sources
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
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.
A Day in the Life of the Jos is an interactive digital literacy tutorial where students in grades six to eight help the brother and sister team Jo and Josie with situations they encounter online as they go about a typical day in their lives. The modules are represented as five days in the lives of Jo and Josie, covering topics that research has identified as being important for youth of this age.
Screen-Free Week is an annual event that traditionally takes place in May. Each year people from around the world make a conscious decision to turn off screens of all kinds for the week.
Now that we’re past the flurry of people posting about their January New Year’s resolutions (maybe some of them were realistic and easy to follow and some of them less so), it’s a good time to sit back and think about how we can start off a fresh year with intention, particularly when it comes to screen use.
Our friends and family pay attention to what we share online. Just like a journalist, it’s our responsibility to make sure something is true before we share it.
Social media is designed to make you share things right away, but it’s better to wait a few minutes to think about it first. Give your “thinking brain” time to take over from your “feeling brain.”
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.
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.
By Samantha McAleese, research associate at MediaSmarts and
David Fowler, vice-president, marketing and communications at CIRA.