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A Day in the Life of the Jos

In the educational game 'A Day in the Life of the Jos', students in grades six to eight help the brother and sister team Jo and Josie with situations they encounter online as they go about a typical day in their lives.

Authenticating Information, Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Intellectual Property, Internet & Mobile, Online Ethics, Online Marketing, Resources, Social Networking, Video Games

Gambling - Overview

Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.

Digital Citizenship, Internet & Mobile, Online Gambling, Video Games

A Day in the Life of the Jos

A Day in the Life of the Jos is a comprehensive digital citizenship tutorial that prepares students in grades six to eight to deal with all of the issues they face when using digital technology – from online privacy, to cyberbullying, to recognizing what’s real and what’s fake online.

Authenticating Information, Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Intellectual Property, Internet & Mobile, Online Ethics, Online Marketing, Resources, Social Networking, Video Games

Cyber Choices (Grades 3-5)

Cyber Choices is an interactive game designed to help students in grades 3 to 5 develop the skills and habits they need to make safe and responsible choices online. Cyber Choices lets students explore four different stories that cover key issues such as making good choices about their own and others’ personal information, dealing with cyberbullying (as both a target and a witness) and managing online conflict. 

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Social Networking, Video Games

Bonding over video games

We’ve been using video games to bond with our kids for a while now. If you can’t beat ‘em, join ‘em, right?

Digital Health, Internet & Mobile, Parents, Video Games

Cyber Choices

Matthew JohnsonMeet Sasha. At age 8, she's a real social butterfly, both online and off, and is very concerned with how the world sees her: she spends a lot of time making sure she looks good in photos online but doesn't always think twice about who might see them. Violet is Sasha's older sister and her polar opposite: she's a hardcore gamer, and just as tough as her Level 65 Barbarian. Though she despairs of her sister sometimes, she's also fiercely protective of her and will unleash her considerable wrath on anyone she thinks is picking on Sasha.

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Resources, Social Networking, Video Games

Government and Industry Responses to Media Violence

Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.

Movies, Television, Video Games, Violence

Co-Viewing With Your Kids

One of the most important things you can do to raise media-savvy kids is what’s called shared media engagement. That includes listening to their music, watching TV, movies and videos together, getting to know their favourite apps and playing the games they enjoy. It also includes talking to them about their media lives: what they like, what they’re excited about or looking forward to, and what worries or annoys them. While just being with them is an important step, this is also a great opportunity to help your kids think critically about the media they consume, by asking them questions about it and, sometimes, answering back.

Internet & Mobile, Movies, Music, Television, 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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