Taming the Wild Wiki - Lesson
Students are introduced to Wikipedia, the user-edited online encyclopedia, and given an overview of its strengths and weaknesses as a research source.
Students are introduced to Wikipedia, the user-edited online encyclopedia, and given an overview of its strengths and weaknesses as a research source.
In this lesson, students will learn about the concept of branded content and will learn to differentiate between branded images and videos and non-branded images and videos in online and offline contexts through a series of questions and discussions.
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.
Most kids live as much of their lives online as they do offline. But on the Internet there are lots of moral and ethical choices that don’t have to be made offline. These tips lay out ways you can help your children develop a moral compass to guide them through those choices.
There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.
It’s been almost fifteen years since Mark Prensky coined the term “digital native” to describe young people who have grown up with the Internet and digital media. In fact, the children who were born the year Prensky’s book was published are now in high school. While for many, the public perception of young people taking to digital platforms like ducks to water persists – accompanied by the image of adults, particularly parents, who are seen (often by themselves) as hopelessly out of their depth – the question remains how close that image is to reality. Are Canadian youth truly digitally literate? And if they are not "digital natives" who effortlessly acquire their skills on their own or from peers, are students learning what they need from their parents or teachers?
If you're a parent, chances are there was at least one video game under the tree this Christmas. Even though your kids may be thrilled by a new title, as a parent you may be less enthusiastic. Even those of us who grew up with Alone in the Dark may balk at the detailed level of violence in Modern Warfare and Fallout: New Vegas, at least when considered as fare for kids. Both of these games receive an “M” rating, which means that they are considered unsuitable for players under 17; as with all other things, though, labeling these titles as ‘for adults only' often makes them more appealing to the unintended youth audience. In addition to the violence question, there remain issues of meaning in videogames which are harder to track but no less important. So how concerned should parents be about indulging their children's appetite for virtual violence?
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.
In the last year or two many writers and researchers have been trying to correct the common perception that young people do not care about privacy. While the public may finally be getting the message that teenagers do value their privacy -- as they define it -- the idea that younger children have any personal information worth protecting is still a new one. Certainly, most people would probably be surprised to learn how early children are starting to surf the Net: the average age at which children began to use the Internet dropped from age 10 in 2002 to age four in 2009 (Findahl, Olle, Preschoolers and the Internet, Presented at the EU-kids online conference, London, June 11, 2009); and, thanks to the iPhone and iPad, that number has probably dropped even lower.
“A lie can travel halfway around the world while the truth is still putting on its shoes.”