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Outcome Chart – Nunavut - School Health Program 5

Strand: Aulajaaqtut

Overall Expectations: Mental and Emotional Well-being

Specific Expectations: 

Making Decisions: 

1. identify advertising techniques used to persuade

1. practise designing an advertisement using one or more persuasion techniques

Coping: 

1. identify situations that cause stress 
2. identify signs of stress

1. identify specific ways of dealing with stress 
2. practise behaviours which help deal with stress

Arts Education

The British Columbia Arts Education curriculum promotes the development of artistic habits of mind, categorized as exploring and creating, reasoning and reflecting, and communicating and documenting. Digital media literacy is present throughout these curricular competencies, which include a focus on relationships between the arts and various cultures and societies, reflecting on and making connections between creative processes, and considering how audience negotiate meaning.

Mathematics

The Ontario mathematics curriculum includes expectations that incorporate media education themes. The grade curriculum document Mathematics (2007) includes a section that explains how mathematical concepts such as probability can be applied to media criticism:

Video Games

In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.

Digital Health, Video Games, Violence

The Hero Project: Authenticating Online Information

Students are introduced to Internet search skills through researching a personal hero. By focusing on the early parts of the research process, students learn to select well-defined topics, ask relevant research questions and select effective keywords. Students then present the information they have found to their classmates in the form of a media product.

Authenticating Information, Internet & Mobile

Dealing With Digital Stress

In this lesson, students reflect on the ways in which digital media can cause stress. Through a series of role-playing exercises, they consider how social media can cause stress by making us compare the highlights of others' lives to the lowlights of our own, and practice strategies for coping with digital stress.

Digital Citizenship, Digital Health

Wacky Media Songs: Consumer Awareness

Level: Grade K to 3

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

Duration: 10-15 minutes per activity

Consumer Awareness

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

Digital Health, Food Marketing, Marketing & Consumerism, Media Literacy 101, Online Marketing

Wacky Media Songs: Ethics and Empathy

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.

Cyberbullying, Digital Citizenship, Internet & Mobile, Online Ethics, Social Networking, Video Games

Outcome Chart - Prince Edward Island - Health Education Grade 5

This outcome chart contains media-related learning outcomes from the Prince Edward Island Grade 5 Health Education with links to supporting resources on the MediaSmarts site.

Technology Education

The Nova Scotia English technology education curriculum includes expectations that incorporate digital literacy. The curriculum document Foundation for the Atlantic Canada English Language Arts Curriculum: Technology Education (2001) includes a section that demonstrates the complementary relationship between digital literacy and technology education:

 

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