Making Media for Democratic Citizenship - Lesson
In this five- or six-day unit, students create a video podcast to present balanced, unbiased perspectives on global development issues.

In this five- or six-day unit, students create a video podcast to present balanced, unbiased perspectives on global development issues.

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

7.0 use library and electronic research tools to collect information on a given topic [GCO 2]
8.0 select and integrate information from various print and electronic sources or from several parts of the same source
[GCO 2]
26.0 work cooperatively with team members to develop and carry out a plan, and troubleshoot problems as they arise [GCO 2]

In this lesson, students play the educational card game #ForYou: A Game About Algorithms and use it as a prompt to learn about and discuss the role that algorithms, data collection, and machine learning play in their lives. After playing, they analyze the game as an example of a serious game and then design their own serious game to communicate some of what they have learned in the lesson.

In this lesson, students learn about the ways in which news coverage of an event or issue can be biased, focusing on the aspects of the medium and industry that can lead to bias. They read an article that examines the coverage of mental illness in the news and then participate in an interactive activity that lets them compose their own article. Finally, students find and analyze a recent news story on a mental health topic and write a letter either praising or critiquing it.

In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.

In this lesson, students discuss their experiences playing free online games and then learn the costs of these “free” games in the form of paying with money, sharing personal information or providing attention to advertising or branded content. Students then learn a variety of techniques for mitigating the risks and drawbacks of online games and communicate their learning by describing one of these techniques in video-game terms.

The Northwest Territories has a single curriculum for kindergarten that is based on play-based learning as outlined in the document NWT Right from the Start: Early Childhood Development Framework and Action Plan.