Responses and Solutions in the Classroom
There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.

There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.

While young people use and engage with news differently from older generations, they continue to value concepts such as trustworthiness and fairness.

Snapchat, the mobile app that lets users send "self-destructing" photos, has the distinction of being the only digital tool that does not have a single redeeming feature. While the moral panic associated with blogs, cell phones, social networks and online games has largely faded in grudging recognition of their more positive uses (indeed, research shows that many parents have actually helped their children lie about their age register for Facebook accounts), Snapchat is seen as the Q-tip of the digital age: its sole function is to do the thing that you're warned not to do on the box.

For most youth, the internet is all about socializing, and while most of these social interactions are positive, some use the technology to intimidate and harass others – a phenomenon known as cyberbullying.


Meet Sasha. At age 8, she's a real social butterfly, both online and off, and is very concerned with how the world sees her: she spends a lot of time making sure she looks good in photos online but doesn't always think twice about who might see them. Violet is Sasha's older sister and her polar opposite: she's a hardcore gamer, and just as tough as her Level 65 Barbarian. Though she despairs of her sister sometimes, she's also fiercely protective of her and will unleash her considerable wrath on anyone she thinks is picking on Sasha.

A few years ago, I mostly stopped using filters on my Instagram photos and stories. I had been using ones that weren’t intentionally changing the way I looked - or at least, I wasn’t trying too hard for that. I was selecting ones that bettered my lighting or made me look less tired.

November 2, 2009, Toronto - The Entertainment Software Association of Canada (ESAC) and the Media Awareness Network (MNet) have collaborated on an informative Tip Sheet for Parents and Gamers just in time for Media Literacy Week.
Video and computer games have become a basic part of kids' lives. According to ESAC's 2009 Essential Facts about the Canadian computer and video game industry, 57 per cent of kids aged 6-12 and 42 per cent of teens aged 13-17 play video games a few days per week.