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The Medium is the Message

As a family, we’re watching a lot less advertising these days – at least, I thought we were. That’s because most of our family watching is on Netflix, which has no commercials, and the few shows we watch on regular TV are recorded in advance and ads are skipped over. I can easily go months without being aware of what new movies are coming up, which new developments have occurred in the world of toothpaste, and what new packaging strides Coke and Pepsi have made.

Television, Video Games, Video Sharing

Tablet Parenting Fail

Well, it happened: we had a parenting fail when it comes to technology.

Internet & Mobile, Video Games

Getting the Rules Right

When screens started being part of our daily lives – not just for work, but for entertainment, communication, and news – we parents had to do some serious thinking. What would the rules be? How would we govern these new devices? What were the best choices?

Digital Health, Excessive Internet Use, Parents, Video Games

A Day in the Life of the Jos

A Day in the Life of the Jos is a comprehensive digital citizenship tutorial that prepares students in grades six to eight to deal with all of the issues they face when using digital technology – from online privacy, to cyberbullying, to recognizing what’s real and what’s fake online.

Authenticating Information, Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Intellectual Property, Internet & Mobile, Online Ethics, Online Marketing, Resources, Social Networking, Video Games

A Day in the Life of the Jos

In the educational game 'A Day in the Life of the Jos', students in grades six to eight help the brother and sister team Jo and Josie with situations they encounter online as they go about a typical day in their lives.

Authenticating Information, Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Intellectual Property, Internet & Mobile, Online Ethics, Online Marketing, Resources, Social Networking, Video Games

Cyber Choices (Grades 3-5)

Cyber Choices is an interactive game designed to help students in grades 3 to 5 develop the skills and habits they need to make safe and responsible choices online. Cyber Choices lets students explore four different stories that cover key issues such as making good choices about their own and others’ personal information, dealing with cyberbullying (as both a target and a witness) and managing online conflict. 

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Social Networking, Video Games

Lights, Camera, Action! Making Media in the Classroom, Made Easy

Matthew Johnson

For nearly thirty years, Canadian teachers have been at the forefront of getting students online and preparing them to use networked technologies safely, productively and responsibly. Many young Canadians have their first experiences with the internet in their classrooms and school libraries. Over the past decade, though, while digital tools have come to provide new opportunities for creating and distributing digital content, MediaSmarts’ research shows that most Canadian teachers aren’t making media in the classroom.

Comics, Digital Citizenship, Internet & Mobile, Media Literacy 101, Media Production, Movies, Professional Development, Resources, Video Games

Bonding over video games

We’ve been using video games to bond with our kids for a while now. If you can’t beat ‘em, join ‘em, right?

Digital Health, Internet & Mobile, Parents, Video Games

Cyber Choices

Matthew JohnsonMeet Sasha. At age 8, she's a real social butterfly, both online and off, and is very concerned with how the world sees her: she spends a lot of time making sure she looks good in photos online but doesn't always think twice about who might see them. Violet is Sasha's older sister and her polar opposite: she's a hardcore gamer, and just as tough as her Level 65 Barbarian. Though she despairs of her sister sometimes, she's also fiercely protective of her and will unleash her considerable wrath on anyone she thinks is picking on Sasha.

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Resources, Social Networking, Video Games

Electronic gifts for preteens and teens (other than video games)

As your kids grow older, their gift requests may start to look a lot different than when they were younger. While they once circled all the toys in the holiday catalogues that arrived at the door, now they are sending parents text messages or Google Docs with links to their wish list items.

Digital Health, Marketing & Consumerism, Media Production, Parents, Video Games

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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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