Keeping up with kids in a wireless world
By Samantha McAleese, research associate at MediaSmarts and
David Fowler, vice-president, marketing and communications at CIRA.

By Samantha McAleese, research associate at MediaSmarts and
David Fowler, vice-president, marketing and communications at CIRA.

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.

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.

In this lesson students learn how digital media is used to promote or combat hatred and intolerance.

In this lesson, students start by considering the wide range of science and health information they are likely to encounter in news or through social media. They read an article on a scientific topic to help them understand the particular challenges of verifying science and health information and then use an educational computer game to practice skills in critically reading health and science stories. Finally, students compile a list of reliable sources they can turn to for verifying health and science stories.

In this lesson, students play the educational card game #ForYou: A Game About Algorithms and use it as a prompt to learn about and discuss the role that algorithms, data collection, and machine learning play in their lives. After playing, they analyze the game as an example of a serious game and then design their own serious game to communicate some of what they have learned in the lesson.

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.