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 three-day unit, students assess media coverage of natural disasters and their aftermath. Students explore how sensationalism plays a role in determining what is newsworthy, and how that can distort our perception of issues in developing nations.
In this lesson, students develop a deeper understanding of scapegoating and othering and how these factors may contribute to the promotion of hatred and intolerance.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
In this lesson, students will produce a 20 minute news broadcast.
The newspaper offers a fun and useful tool to learn about the workings of print media. In this lesson, students learn basic information about newspaper journalism through guided class discussion and group and individual activities.
In this lesson, students decode and explain the relevance of editorial cartoons. The class begins with a teacher-led deconstruction of a political cartoon, after which students decode editorial cartoons that they have selected.
"Television Newscasts" helps students develop a critical awareness of how television news is shaped and manipulated and how they, as audience members may be affected by this.
Although students are aware of news as information that influences their perceptions of the world, country and community, they are often unaware of the differences among the various media in their presentation of that 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.