Click if You Agree (Grades 7-9)
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.
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.
With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they're buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.
If you’re worried that a film might not be suitable for your kids, preview it yourself. Talk to other parents who’ve seen it or check out the reviews by parents and kids at Common Sense Media. You can also use our tip sheet Understanding the Rating Systems to help understand what the ratings on a movie really say about it.
It's nearly time to go back to school, and for teachers that means back to one of the profession's most frustrating tasks -- preventing, detecting and dealing with plagiarism. Plagiarism, academic and otherwise, is an old problem; Newton and Leibnitz accused each other of it, and Helen Keller was so shaken by an accusation of having stolen her story "The Frost King" that she turned from fiction to writing the autobiography for which she is remembered. Still, comparing today's lifting of information to the sort of plagiarism that took place as recently as ten years ago is like comparing home cassette taping to online file-sharing
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.
It’s ironic that as computers and other communications technology have become more accessible to the general public over the last thirty years, they have actually become less accessible to a segment of the population, one to whom access is everything: people with disabilities. More ironic still is that the history of communications technology is intimately tied to the drive to integrate people with disabilities more fully into society.
Contemporary communication means that the boundaries of genre once controlled by conventions are being smashed as advertising enters journalism and live voices are replaced by texts or tweets. I believe these changes have made the key concepts more relevant and more important to understanding communication in the revolution of convergence. More than ever students need to understand the modes of communication and then obtain the necessary skills to do so in the convergence revolution.