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The Privacy Dilemma

In this lesson students learn the ways that the apps they use are designed to encourage them to share more information—both with other users and with the apps themselves. They are then introduced to the idea of persuasive design or “dark patterns” and investigate whether these are used to make it more difficult to opt out of data collection on popular apps. Finally, the class creates a “rogues’ gallery” to help them identify dark patterns when they encounter them.

Digital Citizenship, Internet & Mobile, Online Marketing, Privacy, Social Networking

Violence in Sports

In this lesson, students explore the gratuitous use of violence in sports.

Sports, Television, Violence

Favourite Sports and Athletes: Introduction to Sports Media - Lesson

This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.

Diversity in Media, Gender Representation, Marketing & Consumerism, Sports, Television, Violence

Advertising and Male Violence

To make students aware of the ways in which male violence is used and promoted in advertising.

Body Image, Gender Representation, Marketing & Consumerism, Online Marketing, Violence

Governance of Television and Radio Communications in Canada

To introduce students to the organizations of the Canadian broadcasting industry, and to the codes, guidelines and issues relating to violence, ethics, representation, advertising and the accuracy of news in television and radio programming.

Television, Violence

Taking Charge of TV Violence

In this lesson, students become aware of the types and amounts of violence in children's programming, and how media violence influences young viewers.

Television, Violence

Facing TV Violence: Rewriting the Script - Lesson

This lesson teaches children that television doesn't always offer the best solutions to conflict.

Television, Violence

Facing TV Violence: Consequences and Media Violence

In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.

Television, Violence

Pay For Play

In this lesson, students discuss their experiences playing free online games and then learn the costs of these “free” games in the form of paying with money, sharing personal information or providing attention to advertising or branded content. Students then learn a variety of techniques for mitigating the risks and drawbacks of online games and communicate their learning by describing one of these techniques in video-game terms.

Digital Citizenship, Internet & Mobile, Privacy

Privacy Pirates

​When we think about the privacy risks that youth face online, we tend to think in terms of teens and tweens oversharing on cell phones and social networks. Increasingly, though, children are facing privacy issues younger and younger: according to a 2014 study from the UK, kids aged 13-14 said they were eight and a half years old when they first went online, kids aged 11-12 said they were eight and kids aged nine to ten said they had gone online when they were just six years old.[1] 

Parents, Privacy

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