Managing Your Family’s Media Time in a World of Screens
This year marks the 20th anniversary of Screen-Free Week (May 4th to 10th), and it’s striking to consider just how our relationship with screen media has changed in that time.
This year marks the 20th anniversary of Screen-Free Week (May 4th to 10th), and it’s striking to consider just how our relationship with screen media has changed in that time.
Parents and teachers need evidence-based strategies to confront culture of non-consensual sharing
In the Quebec elementary English Language Arts curriculum, representing literacy in different media is a core competency. According to the End-of-Cycle-Outcomes for Cycle One,
The Newfoundland career education curriculum includes expectations that incorporate media education themes. The curriculum document Career Development Intermediate (2012) includes a section that demonstrates the complementary relationship between media literacy and career education:
In this lesson, students learn that video games are unlike other media because they are interactive, allowing players to do things and make choices. They then explore the idea of affordances and defaults by considering the “video game verbs” that different games allow you to do. They consider the commercial, technical, and genre reasons why some verbs are more often possible than others and then create a simple design for a video game in which players are able to do a wider variety of things.
In this lesson, students learn that their online presence is like a resume that can help them – or hurt them – in their future personal and professional lives. The lesson begins by having students do a self-appraisal of their online resume. Students will review steps for limiting the negative impact of things they’ve posted online. Students then think about people whom they consider to be heroes or role models, identify the characteristics that make them admire these people, and discuss what those people did in order to be seen so positively. Finally, students learn tools and strategies for consciously building a positive online brand and develop a communications plan for doing so.
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.
Connecting: The learner develops understandings about the significance of dance, dramatic arts, music, or visual arts by making connections to various times, places, social groups, and cultures.
The learner develops understandings about people and practices in the visual arts by:
Students are expected to be able to do the following:
Understanding context
Defining
How witnesses react can make a BIG difference in stopping cyberbullying and making it hurt less.
It can be hard speaking out when cyberbullying happens for a whole pile of reasons, but what you say and do is really important.