Dealing with fear and media
Research has found that these things are most likely to be scary to children:
Research has found that these things are most likely to be scary to children:
Digital media such as social networks and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they’re likely to be doing it through the internet. As well, nearly all the media they consume, from TV shows to toys, have web pages, virtual worlds, video games or other digital spinoffs associated with them.
In this lesson, students consider the ways in which social media may prompt them to compare themselves with others, and the impacts that can have on body image and self-esteem. They analyze how the features, algorithms and culture of the social networks they use may affect them and will produce “paper prototypes” of redesigned social media apps that promote more healthful use. Finally, students reflect on how they can change how they use the existing apps to be more like their redesigned versions.
Almost all of kids’ favourite apps and websites make money from targeted advertising, which uses their personal information to choose which ads to show them. Many of them also sell the data they collect to data brokers, which use information from many sources to make detailed profiles of users. Some also share it with other apps that are owned by the same company, such as Google and YouTube or Instagram and Facebook.
As part of digital media literacy, I think it is important to learn about financial literacy too. As our kids get older and we open bank accounts for them, they get jobs, buy their own items etc., having a sense of financial literacy is a must.
In this lesson students learn the ways that the apps they use are designed to encourage them to share more information—both with other users and with the apps themselves. They are then introduced to the idea of persuasive design or “dark patterns” and investigate whether these are used to make it more difficult to opt out of data collection on popular apps. Finally, the class creates a “rogues’ gallery” to help them identify dark patterns when they encounter them.
Think you know how to read and understand privacy policies and terms of use? Learn how to make sense of legal documents for websites and apps with this interactive game.
Developed in partnership with CIRA, this interactive quiz is designed to increase students’ knowledge of the cyber security risks they face every day.