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 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 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:
Advertising is a major source of stereotyped representations of masculinity.
It’s as important for advertisers to reach the right people as it is to make an appealing ad, so they have developed many different ways of targeting ads effectively. Online advertising lets marketers match different ads with individual users. This section looks at how that’s done and how it affects kids’ privacy.
Today's kids have become the most marketed-to generation in history, due to their spending power and their future influence as adult consumers. By talking to kids about advertising - how it works and how they're targeted - we can help them to become more savvy as consumers and more resistant to the pressures to be "cool."