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PushBack: Engaging in Online Activism

This lesson explores how young people can use online media for activism on issues that matter to them. Through the discussion and scenarios that are presented, students will develop their knowledge and ability to respond or “push back” against issues they feel passionate about, such as racism, discrimination, sexism – and make a difference. At the end of the lesson students will use The eQuality Project PushBack Timeline to research examples of online youth activism on topics that appeal to them. The end goal of this lesson is to create an understanding of youth activism that can transition into the lives of students outside of the classroom.

Digital Citizenship, Internet & Mobile

Art Exchange

The purpose of the lesson is to facilitate and develop youth art as a form of community engagement and give students the opportunity to explore their experiences with privacy and equality in networked spaces. Students will be presented with several scenarios related to experiences of privacy and (in)equality in networked spaces and how young people have used art to advocate for change. Students will be asked to develop an art project (mural, collage, recorded performances, face/body art, etc.) that they believe best reflects the issues that are important to them. Since the expertise and support to implement an art project vary from classroom to classroom, there are three options for completing this lesson: (i) students design and create their art projects; (ii) students develop a plan to produce an art project without actually creating it; and (iii) students are mentored by professional artists who help them design and implement their art projects.

Digital Citizenship, Internet & Mobile, Media Production

Reality Check: Authentication and Citizenship

In this lesson, students consider the ways in which misinformation can have an impact on history and politics. After discussing a number of historical examples of misinformation, they examine the ways in which news sources may be biased and use an interactive online game to practice skills in getting more context on a story. Finally, students read a current news story and use what they have learned to find the context they need to understand it.

Authenticating Information, Digital Citizenship, Internet & Mobile

Reality Check: Authentication 101

Level: Grades 9 to 12
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 1 ½ to 2 hours, plus time for the assessment/evaluation activity

Authenticating Information, Digital Citizenship, Internet & Mobile

Reality Check: We Are All Broadcasters

In this lesson, students consider the ways in which our own biases can prevent us from being objective. They then learn ways to recognize and account for our biases and practice these by playing an interactive online game. Finally, students learn about how public service campaigns can change social norms and create their own PSA to promote ethical sharing of online information.

Authenticating Information, Digital Citizenship, Internet & Mobile, Media Production

Reality Check: News You Can Use

In this lesson, students consider the meanings of the term “fake news” and learn facts about the news industry that will help them recognize legitimate sources of news. They use an educational computer game to learn how to track a news story to its original source before evaluating its reliability, then practice the same skills “in the wild” with actual news stories.

Authenticating Information, Digital Citizenship, Internet & Mobile, Journalism & News

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

How we can empower youth to push back against hate online

In its early days, the internet was often spoken of as a free marketplace of ideas, where everyone’s views and thoughts could be shared and compete on an equal footing. Today it’s an essential tool for accessing information and services, but its value as a vehicle of civic engagement and debate has in many ways declined.

Cyberbullying, Digital Citizenship, Internet & Mobile, Online Ethics, Online Hate

How to push back against hate online

Most kids see hate and prejudice online, and most of them say it's important to do something about it. But whether you've seen a video that's full of racist conspiracy theories or have just seen a friend share an offensive meme, it can be hard to know what to do about it.

Internet & Mobile, Online Hate

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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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