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Technology Facilitated Violence: Criminal Case Law Lesson Plan

This lesson plan explores the relationship between technology and the law by examining how the criminal law responds to technologically facilitated violence (TFV). Not only will it enhance students’ understanding of the legal meaning of key terms such as “violence”, it will also engage them in dialogue about the surrounding social and legal issues and the ways in which new and emerging technologies are affecting the relationship between the law and technology. Through the exploration of Canadian case studies, and subsequent discussion, students will develop their knowledge on legal implications of various forms of TFV such as harassing communications, criminal harassment, unauthorized use of computer systems, non-consensual disclosure of intimate images (sometimes referred to as “revenge porn”), and hate propaganda. Students will use materials from The eQuality Project’s “Technology-Facilitated Violence: Criminal Case Law” database to research recent Canadian case law involving TFV, better understand the concept of “violence” and the wide range of acts that fall within TFV, as well as the available criminal legal resources and potential outcomes for those affected.

Cyberbullying, Internet & Mobile, Online Hate, Violence

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

Hate or Debate? - Lesson

In this lesson, students learn about the difference between legitimate debate on a political issue and arguments that are based on hate.

Digital Citizenship, Internet & Mobile, Online Ethics, 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

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

Miscast and Seldom Seen - Lesson

In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.

Diversity in Media, Indigenous People, Movies, Persons with Disabilities, 2SLGBTQ+ Representation, Religion, Stereotyping, Television, Video Games, Visible Minorities

Screen-Free Week

Screen-Free Week is an annual event that traditionally takes place in May. Each year people from around the world make a conscious decision to turn off screens of all kinds for the week.

Digital Health, Excessive Internet Use, Internet & Mobile, Parents, Resources, Television, Video Games

Game Time

In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.

Digital Citizenship, Digital Health, Internet & Mobile, Video Games

Electronic gifts for preteens and teens (other than video games)

As your kids grow older, their gift requests may start to look a lot different than when they were younger. While they once circled all the toys in the holiday catalogues that arrived at the door, now they are sending parents text messages or Google Docs with links to their wish list items.

Digital Health, Marketing & Consumerism, Media Production, Parents, Video Games

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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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