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Dealing with fear and media

Research has found that these things are most likely to be scary to children:

Movies, Television, Violence

Social networks: How Facebook changed the Internet

It's been a busy few months for Facebook: a government investigation, another in a seemingly endless series of changes to the site's privacy controls, a New Yorker profile of its famously publicity-shy founder and the upcoming release of The Social Network, a thoroughly unauthorized account of its early days. With all of the publicity and controversy around Facebook – not to mention its still-growing popularity – it's almost impossible to remember what online life was like before it. In fact, it's not much of an exaggeration to say that those who began using the Internet after the introduction of Facebook and its competitors do so in a way that is fundamentally different from older users.

Internet & Mobile, Social Networking

Violence on Film: The Ratings Game - Lesson

To introduce students to the rating systems for films, videos and television and to the issues that surround these classifications.

Movies, Television, Violence

Facing Media Violence: Counting & Discussing Violence on the Screen

This lesson helps children become aware of the types of violence that appear in the media, the frequency with which these acts occur, and how they respond to these acts. It begins with a guided discussion about the different types of violence and then, how violence is portrayed in the media. Using worksheets, students then survey the shows they enjoy for acts of violence and then, as a class, compile and discuss their findings.

Television, Violence

Video Games

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.

Digital Health, Video Games, Violence

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

Pagination

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