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Hate 2.0 - Lesson

This lesson is designed to be delivered after students have completed at least one of the following lessons: Thinking About Hate, Scapegoating and Othering and Hate or Debate. In groups, students research an online environment (such as social networking sites) and a particular example of that environment (such as Facebook) to learn the issues, strategies and tools relating to online hate in that environment.

Digital Citizenship, Internet & Mobile, Online Hate

Scapegoating and Othering - Lesson

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.

Digital Citizenship, Internet & Mobile, Journalism & News, Online Hate, Stereotyping

Online Propaganda and the Proliferation of Hate

In this lesson students learn about the ways that propaganda techniques are used to promote hatred and intolerance online.

Authenticating Information, Digital Citizenship, Internet & Mobile, Online Hate

Free Speech and the Internet - Lesson

In this lesson students learn about the inherent tension within democratic societies between freedom of expression and freedom from hatred. They also learn how Canada has addressed these issues within the Criminal Code of Canada, the Canadian Charter of Rights and Freedoms and human rights legislation in Canada, then discuss different methods that platforms could use to moderate hate speech.

Internet & Mobile, Online Hate

Challenging Hate Online

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

Digital Citizenship, Internet & Mobile, Online Hate

Thinking about Hate - Lesson

In this lesson, students develop their critical thinking skills by learning to recognize various types of bad faith arguments, including those that are used by hate mongers to spread misinformation and fuel hatred and intolerance. 

 

Digital Citizenship, Diversity in Media, Internet & Mobile, Online Hate

Gambling in the Media

This lesson looks at the increasing prominence of gambling in the media, particularly movies and television.

Movies, Online Gambling, Television

Co-Co's AdverSmarts Teacher's Guide

Co-Co’s AdverSmarts: An Interactive Unit on Food Marketing on the Web is an educational game for young children. The purpose of the game is to teach five- to eight-year-olds how to recognize commercial websites that target kids through highly engaging and interactive Web environments.

Food Marketing, Internet & Mobile, Marketing & Consumerism, Online Gambling

Online Gambling and Youth

This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.

Internet & Mobile, Online Gambling

On The Loose: A Guide to Life Online For Post-Secondary Students

On the Loose: A Guide to Online Life for Post-Secondary Students supports young adults who are experiencing both new freedoms and challenges in their post- secondary life.

Authenticating Information, Cyber Security, Digital Citizenship, Digital Health, Internet & Mobile, Marketing & Consumerism, Online Ethics, Online Gambling, Online Marketing, Pornography, Privacy, Resources, Sexting, Social Networking, Video Games

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