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Film, TV and online video

Unlike static images, which rely solely on composition and fixed visual elements, video media also direct the viewer's attention through rules of notice involve motion, editing and sound.

Movies, Television

Video media industries

The commercial features and distribution models of the movie, traditional television, streaming video and online video industries each exert an influence on the type of content produced, how it's crafted and how audiences engage with it.

Movies, Television

#ForYou: A Game About Algorithms

#ForYou is a card-based pattern-matching game that helps youth aged 13 to 18 understand the role that algorithms play in their online and offline lives, and the value of their personal information to companies that use those algorithms. The game is designed to be delivered either in school or in community spaces such as homework or coding clubs.

Artificial intelligence, Internet & Mobile, Privacy

Talking to Kids About AI: Tips for Parents

Here are some tips on how to do that:

Explore AI together. If young kids are using an AI chatbot or voice assistant, sit with them at first to help them learn to use it and get curious about its responses. As they get more comfortable, you can step back, but try to keep a conversation going about what they’re doing and experiencing. Make sure they know to come to you if a chatbot ever says anything inappropriate or upsetting.

Artificial intelligence

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

Outcome Chart - Newfoundland and Labrador - Communications Technology 7

Outcome Chart - Newfoundland and Labrador - Communications Technology 7

Outcome Chart - Newfoundland and Labrador - Social Studies K

Integrated Concepts and Process Skills

Overall Expectations:

GCO 1 Civic Engagement: students will be expected to demonstrate the ability to make informed and reasoned decisions for the public good as citizens of a diverse democratic society in an interdependent world

Specific Expectations:

1.0 develop the ability to interact effectively as members of Canadian society

3.0 use inquiry processes to investigate and respond to issues

Audio Media: Introduction 

Audio media, such as music and podcasts, share the power to communicate deeply and personally with listeners, often using sound and words to tell stories and set moods. Both forms have been fundamentally changed by digital technology, which has made content abundant and accessible, mainly through mobile devices and streaming. These digital changes mean that algorithms and platform rules are now major forces in deciding what listeners discover and consume. 

Audio Media, Music

Marketing to Teens: Marketing Tactics

This activity helps teenagers develop an awareness of marketing tactics aimed at teens.

Marketing & Consumerism

Outcome Chart - Newfoundland and Labrador - Mathematics 2202

Statistics and Probability

Overall Expectations:

GCO Develop statistical reasoning

Specific Expectations:

Explain, using examples, how different graphic representations of the same data can be used to emphasize a point of view

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