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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.

Body Image, Digital Citizenship, Digital Health, Gender Representation, Internet & Mobile, Stereotyping, Video Games

Online Marketing to Kids: Protecting Your Privacy

This lesson introduces students to the ways in which commercial apps and websites collect personal information from kids and to the issues surrounding children and privacy on the Internet. Students begin by considering how comfortable they would be with people knowing various things about them, and then watch and discuss a video which explains how targeted advertising works. They then explore the idea of targeted advertising through a class exercise in which Prince Charming tries to target Cinderella with an ad for glass slippers, and then analyze how their own personal information might be used to target them with ads. In the second part of the lesson, students are introduced to privacy policies and how they are rated by the website Terms of Service, Didn’t Read. They read and analyze the site’s rating for a popular app and then learn ways to limit data collection. In an extension activity, students are introduced to the idea of “dark patterns” and imagine how the Wicked Queen might use them to convince Snow White to accept “poison” cookies.

Digital Citizenship, Internet & Mobile, Marketing & Consumerism, Online Marketing, Privacy

Calling Out versus Calling In: Helping youth respond to casual prejudice online

Youth are often reluctant to “call out” their friends or peers who say or do prejudiced things online because they’re afraid that others might get mad at them or because they’re not sure if the person intended to be prejudiced. Putting someone on the spot for something they’ve said or done is more likely to make them feel guilty or angry and not likely to change their mind around the impact of their actions, and it can also make the situation about the person who’s “calling out” instead of what the other person said or did.

This lesson introduces students to the idea of “calling in” – reaching out to someone privately with the assumption that they didn’t mean to do any harm – and explores how this idea can be applied both to casual prejudice online and when responding to stereotyping and other negative representations in media. Finally, students explore the different benefits of “calling out” and “calling in”, and consider when the two strategies would be most appropriate.

Digital Citizenship, Internet & Mobile, Online Hate

Online Relationships: Respect and Consent

In this lesson, students use mind maps to explore concepts of “respect” and “consent” in an online context. They consider a wide range of scenarios that shed light on different aspects of consent relating to digital media and draw on those to create a detailed definition. They then learn about the moral disengagement techniques or “sneaky excuses” that we sometimes use to let us do things we know are wrong, and identify them in short videos. Finally, students create a digital story in which they illustrate one of the aspects of consent or one of the “sneaky excuses.”

Artificial intelligence, Digital Citizenship, Digital Health, Internet & Mobile, Online Ethics, Sexting

Behaving Ethically Online: Ethics and Values

In this lesson, students consider how we come to hold values and how they affect our behaviour, especially online. They begin by comparing their assumptions about how common positive and negative online behaviours are with accurate statistics, and then consider how believing that something is more or less common than it really is can affect whether or not we think it’s acceptable. The teacher then uses a fable to introduce students to the ways that values can be communicated both overtly and implicitly and students discuss the ways in which their values have been communicated to them. They then turn specifically to the online context and consider what values they have learned about online behaviour and how they learned them. Students then consider scenarios where different values may be in conflict and consider ways of resolving them, then develop their own moral dilemma scenarios.

Digital Citizenship, Internet & Mobile, Online Ethics

That's Not Cool: Healthy and Respectful Relationships Online

In this lesson, students begin by considering one of five scenarios that illustrate unhealthy relationship behaviours relating to digital media: pressuring others to share private content, cyberstalking, harassment and abuse of trust. Students then relate the scenarios to their own experience by brainstorming other examples of these behaviours and voting on which they feel are most relevant to their lives. The teacher then leads a guided discussion on the reasons why unhealthy behaviours may be more common when we communicate through digital media and ways in which they can be avoided or mitigated. Finally, students act out their own scenario in which they portray young people successfully dealing with one of the unhealthy relationship behaviours.

Digital Citizenship, Internet & Mobile, Online Ethics

Talking to your kids about pornography

It is natural for adolescents to be curious about sex: MediaSmarts’ research suggests that one in six grade 7- 11 students use the Internet to look for information about sexual health. Twenty percent of kids that age look for pornography online, but a third see it without looking for it — and close to half take steps to keep from seeing it.

Cell Phones and Texting, Digital Citizenship, Internet & Mobile, Pornography, Sexual Exploitation, Social Networking, Young Canadians In A Wired World

Keeping Safe Online: CIRA and MediaSmarts release latest Cyber Security tip sheet

CIRA and MediaSmarts have partnered on a series of five tip sheets to educate Canadians about online security issues. The 5th tip sheet in the series, Socializing and Interacting Online, looks at negative issues that can come up when interacting with others through networked technologies including phishing scams and hoaxes, and strategies for dealing with them.

Cyber Security, Digital Citizenship, Internet & Mobile

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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