

Media Literacy Week: Youth & Social Networking - Creative, Connected and Collaborative
This November 3-7, thousands of students, educators, parents and community organizations will join MediaSmarts and the Canadian Teachers’ Federation (CTF) in marking Canada’s 9th annual Media Literacy Week.

Pyramid Power: How Hate Spreads Online
The last few weeks have shed an unprecedented light on the use of digital media to spread and inspire hatred. Michael Zehaf-Bibeau, the perpetrator in the attacks on Canada’s National War Memorial and Parliament buildings, appears to have been motivated in part by exposure to online postings by a self-described member of the Islamic state[1], and the Federal government has already stated that it intends to create tools to remove online content that promotes the “proliferation of terrorism.”[2]

Cyberbullying: The Role of Witnesses
Witnesses play a critical role when they witness acts and forms of bullying” and may suffer negative effects that are as bad as or worse than those suffered by the target. At the same time, there is evidence that youth who witness some kinds of cyberbullying may actually be more likely to perpetrate it themselves later.

Think Before You Share for Safer Internet Day 2015!
February 10 is Safer Internet Day (#SID2015): an annual international event organized by InSafe to help promote safer and more responsible use of online technologies, especially by young people. MediaSmarts and Facebook want you to help us mark the day by reminding youth to “think before they share” online!

Stand up to Bullying on Pink Shirt Day
On February 25, we’ll be celebrating Pink Shirt Day – a day dedicated to raising awareness around bullying, giving young people the tools they need to stand up to bullies and teaching them how to step in when they see it happening. To help you mark the day, we’ve put together a list of resources.

Avatars and body image
In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.