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Image Gap - Lesson

This lesson helps students understand how self-image can influence lifestyle choices.

Body Image, Marketing & Consumerism, Tobacco Marketing

Mirror Image - Lesson

In this lesson, students analyze their own body image and consider what they wish they could change.

Body Image, Gender Representation, Marketing & Consumerism, Tobacco Marketing

Truth or Money - Lesson

In this lesson, students explore how advertising leverage can lead to censorship of information about public health issues.

Marketing & Consumerism, Tobacco Marketing

Gender and Tobacco - Lesson

In this lesson, students explore gender-related influences on smoking.

Gender Representation, Marketing & Consumerism, Tobacco Marketing

Selling Tobacco - Lesson

In this lesson, students explore how tobacco advertising has evolved over the past sixty years.

Tobacco Marketing

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

Thinking Like a Tobacco Company: Grades 7-9 - Lesson

In this lesson, students learn how the tobacco industry targets the needs, wishes and desires of young people in order to sell cigarettes.

Marketing & Consumerism, Tobacco Marketing

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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