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Managing media with tweens (10-13 years old)

Helping Kids Build Safe and Smart Digital Habits

There are four main strategies to help kids become resilient to online risks. We can:

Curate our kids’ media experiences;

Control who can access our kids and their data;

Co-view media with our kids;

and be our kids’ media Coaches.

Authenticating Information, Body Image, Digital Citizenship, Digital Health, Marketing & Consumerism, Online Hate, Pornography, Privacy, Stereotyping

The Modern Music Industry

The music industry is a driven by economics, technology, gatekeepers and the ever-evolving ways people discover and consume music. Understanding these features is crucial to understanding the music itself and its impact.

Audio Media, Music

Outcome Chart - Saskatchewan - English Language Arts 4

This outcome chart contains media-related learning outcomes from the Saskatchewan, Grade 4 English Language Arts curriculum, with links to supporting resources on the MediaSmarts site.

Outcome Chart - Nova Scotia - Film and Video Production 12

Outcome Chart - Nova Scotia - Film and Video Production 12

Outcome Chart - Manitoba - Marketing and Digital Commerce 40S/40E/40M

Overall Expectations:

GLO 1.1:  Demonstrate critical, creative, and innovative thinking

Specific Expectations:

10.1.1.2 Evaluate information and perspectives related to the thinking process.

10.1.1.3 Evaluate patterns and connections related to critical, creative, and innovative thinking

Elementary Cycle One

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,

Career Education

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:

Video Game Verbs

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.

Video Games

Your Online Resume

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.

Digital Citizenship, Internet & Mobile, Privacy

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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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