First Person
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In this lesson, students develop their critical thinking skills by learning to recognize various types of bad faith arguments, including those that are used by hate mongers to spread misinformation and fuel hatred and intolerance.
In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.
This lesson encourages children to explore the differences between their real families and TV families by imagining how their own families might be portrayed on a television show.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
This lesson begins by helping students to identify and understand the different aspects of news outlets. Using these skills, students will then collect and identify news stories and categorize them according to subject matter.
In this lesson students develop an awareness of the ways in which public perceptions regarding young people have been affected by media portrayals of youth violence and youth crime.
In this lesson, students learn that video games are unlike other media because they are interactive, allowing players to do things and make choices. They then explore the idea of affordances and defaults by considering the “video game verbs” that different games allow you to do. They consider the commercial, technical, and genre reasons why some verbs are more often possible than others and then create a simple design for a video game in which players are able to do a wider variety of things.