Understanding the Internet Lesson 1: Using the Internet
Level: Grades 4 to 6
About the Author: This lesson was written for MediaSmarts by Ethan Anderson
Duration: 1-2 hours
Level: Grades 4 to 6
About the Author: This lesson was written for MediaSmarts by Ethan Anderson
Duration: 1-2 hours
In this lesson, students will compare and contrast a variety of online social networking platforms and build an understanding of how they work to share messages. They will reflect on basic online rules and explore concepts of safety and privacy when accessing and sharing information 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.
Students are introduced to Wikipedia, the user-edited online encyclopedia, and given an overview of its strengths and weaknesses as a research source.
In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.
In this lesson, students will learn about the concept of branded content and will learn to differentiate between branded images and videos and non-branded images and videos in online and offline contexts through a series of questions and discussions.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational game online that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch. Students then look at examples of real commercial environments and watch for “weasel words” used by advertisers.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.
In this lesson, students start by discussing the phenomenon of “selfies” and serve as experts in advising the teacher on the standards by which the “best” selfies are judged. They then discuss a number of statements taken from interviews with youth that highlight issues of self-representation, body image and gender standards, and learn about “photoshopping” images. Finally, students apply what they have learned by modifying an image that is at least 50 years old to meet “selfie” standards.
Talking to kids about violence in the media they consume – television, movies, video games, music and the Internet – can help them put media violence into perspective and perhaps diffuse some of its power.