Online Gambling and Youth
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
This is the third of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.
In this lesson, students learn how shapes are used in character design in comics and animation and look at how male and female characters are depicted in comic books. Using a Comic Book Analysis sheet, students will record the attributes of male and female comic book characters. As a class, students will record common patterns and discuss what messages about men and women are communicated. Students then design a comic book character that uses shapes to communicate what they think a real hero is.
In this lesson, students are introduced to basic concepts of anthropology and ethnography and explore how they apply to online communities. After performing a digital ethnography project on the norms and values of an online community, students consider how a community’s norms and values are formed and how they can be shaped and influenced.
In this lesson, students draw connections between their existing concepts of privacy and how it applies to the internet and networked devices, then learn essential vocabulary relating to privacy. They then consider some scenarios in which children encounter privacy risks and draw on those to develop a list of “dos” and “don’ts” for using networked devices.
In this lesson, students learn how different media use different techniques to communicate meaning.
This report is drawn from a national survey of Canadian youth conducted by MediaSmarts in 2013. The classroom-based survey of 5,436 students in grades 4 through 11, in every province and territory, examined the role of networked technologies in young people’s lives. Experts or Amateurs?
This study explores the attitudes of Canadian teachers regarding networked technologies in classrooms: do they enhance learning and what is the impact on the teacher-student relationship? Results indicate that there are significant challenges to overcome in integrating technology in meaningful ways that enrich the learning process. A number of best practices are also identified.
Young Canadians in a Wired World – Phase II focus groups and the student survey that followed made it very clear that the Net has become an integral part of young Canadians’ social environment. Trends and Recommendations looks at the findings from both the qualitative and quantitative research to create a snapshot of that environment.
In November 2003, the Media Awareness Network (MNet) conducted qualitative research, regarding young people’s Internet use, through a series of focus groups with parents and young people, aged 11-17, in Edmonton, Toronto and Montreal.