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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.

Authenticating Information, Internet & Mobile, Online Hate

How young people engage with news

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

Journalism & News

Gone in Sixty Seconds: The Sociology of Snapchat

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.

Cell Phones and Texting, Internet & Mobile, Parents, Privacy, Social Networking

Cyberbullying Overview

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.

Cyberbullying, Digital Citizenship, Internet & Mobile

Algorithmic Awareness: Conversations with Young Canadians about Artificial Intelligence and Privacy

MediaSmarts conducted focus groups with youth ages 13 to 17 to gain insight into how young Canadians understand the relationships between artificial intelligence (AI), algorithms, privacy, and data protection. Participants played a game prototype designed by MediaSmarts’ education team, and a scaffolded learning experience allowed for in-depth discussion after each of the three phases of gameplay. These conversations highlight that while youth understand and appreciate the benefits of recommendation algorithms, they are troubled by algorithmic data collection and data sharing practices. This research is a call for more algorithmic literacy tools and resources that will give youth the knowledge they need to protect themselves and their information in digital spaces.

Cyber Choices

Matthew JohnsonMeet 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.

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Resources, Social Networking, Video Games

Filters, social media, our kids and ourselves

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.

Body Image, Parents, Social Networking

ESAC and MNet Team Up for Media Literacy Week: Create Helpful Tip Sheet for Parents and Gamers

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. 

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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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