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What do teens really think about screen time?

Screen time is a common topic for parents to try and manage today. Are we allowing too much? How do we make it safe? We will ask our friends and fellow parents for their thoughts or advice or learn tips from resources (like MediaSmarts!) to help us navigate this new aspect of parenting. When I was my kids’ age, we were just loading Netscape 2.0 onto our computers, and we’d check our ICQ messages before putting in a VHS to watch a movie or playing some Super Mario RPG.  The online world is so different now.

Digital Health, Internet & Mobile, Movies, Parents, Social Networking, Television

The COVID-19 Letdown

Lynn JataniaI feel like I should knock wood when I say this, but it feels like maybe, someday, this lockdown might be over.

We’re still in rocky days as I write this, with active cases not dropping off as much as we all would like, and shops and attractions not as open as we would hope. But the vaccine is getting out there, albeit slowly, and some of the people we know have even received it already. Progress is being made, and we can start to dream of a time when life opens up again and we feel safer and more able to do the things we love to do.

Digital Health, Excessive Internet Use, Parents

Post-quarantine rules reset

Lynn JataniaThere are still a lot of unknowns about COVID-19, but for now at least, our province has started to open up a bit. Parks and beaches are open, most stores and malls are opening, and we’re even able to get haircuts again.

Cell Phones and Texting, Digital Health, Excessive Internet Use, Internet & Mobile, Parents

How Social Media Helps Teens Cope With Anxiety, Depression, and Self-Harm

By Dr. Sameer Hinduja of the Cyberbullying Research Centre
Content reposted with permission – original article from Cyberbullying.org

It is easy for many adults – whether educators or parents – to focus on the negatives of social media in the lives of teens today. This is understandable, because they are the ones who have to deal with the fallout when adolescents make mistakes online (cyberbullying incidents, sexting cases, electronic dating violence, digital reputation drama, and similar forms of wrongdoing).

Cyberbullying, Digital Health, Persons with Disabilities, Resources

Defeating Distraction

In this lesson, students learn how to manage distraction when using digital media tools and practice avoiding the “phone loop.” Students learn about the “phone loop” and simple strategies for avoiding it from a video, then rank those strategies based on how useful they think they will be in their own lives. They then think of different things they do with their phones, sort those into ones that have an obvious end point (like checking the weather) and those that don’t. Students try a number of different exercises designed to help them use their devices more mindfully, then write a reflection on the activity. They then identify ways in which apps’ and devices’ design features may make it easy to lose track of how much time we spend using them, then brainstorm ways they can change those features or their own habits to promote more mindful use. Finally, students design “paper prototypes” that show how they would change an app to encourage better habits and more mindful use.

Digital Health, Excessive Internet Use, Internet & Mobile

Online Relationships: Respect and Consent

In this lesson, students use mind maps to explore concepts of “respect” and “consent” in an online context. They consider a wide range of scenarios that shed light on different aspects of consent relating to digital media and draw on those to create a detailed definition. They then learn about the moral disengagement techniques or “sneaky excuses” that we sometimes use to let us do things we know are wrong, and identify them in short videos. Finally, students create a digital story in which they illustrate one of the aspects of consent or one of the “sneaky excuses.”

Artificial intelligence, Digital Citizenship, Digital Health, Internet & Mobile, Online Ethics, Sexting

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

Keeping up with kids in a wireless world

By Samantha McAleese, research associate at MediaSmarts and
David Fowler, vice-president, marketing and communications at CIRA.

Digital Health, Internet & Mobile, Parents, Privacy, Social Networking

Wacky Media Songs: Media Health

Level: Grade K to 3

About the author: Matthew Johnson, Director of Education, MediaSmarts

Duration: 10-15 minutes per activity

This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.

Overview

Digital Health, Excessive Internet Use, Food Marketing, Video Games

Pagination

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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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