Outcome Chart - Prince Edward Island - Law 521A
Unit 1: Foundations of Law |
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Overall Expectations ![]() Outcome Chart - Manitoba - Human Ecology 11Family StudiesOverall Expectations:GLO 3.4: Demonstrate understanding of mental health and wellness. Specific Expectations:11.3.4.2 Describe mental health challenges affecting children and adolescents 11.3.4.3 Describe factors that have an impact on child and adolescent mental health. 11.3.4.4 Identify strategies that reduce the stigma associated with mental health in society 11.3.4.5 Identify where and how to access mental health services. ![]() Outcome Chart - Manitoba - Human Ecology 10Family StudiesOverall Expectations:GLO 3.4: Demonstrate understanding of mental health and wellness. Specific Expectations:10.3.4.2 Discuss common mental health challenges that affect adolescents 10.3.4.3 Analyze factors that have an impact on adolescent mental health. 10.3.4.4 Define stigma and identify the stigma associated with mental illness in society. 10.3.4.5 Identify where and how to access mental health services. ![]() Outcome Chart - Manitoba - Human Ecology 9Family StudiesOverall Expectations:GLO 3.4: Demonstrate understanding of mental health and wellness. Specific Expectations:9.3.4.2 Identify common mental health challenges that affect adolescents 9.3.4.3 Describe factors that have an impact on adolescent mental health. 9.3.4.4 Define stigma and identify the stigma associated with mental illness in society. 9.3.4.5 Identify where and how to access mental health services. ![]() Outcome Chart - Manitoba - Social Studies 10This outcome chart contains media-related learning outcomes from the Manitoba, Grade 10 Social Studies curriculum, with links to supporting resources on the MediaSmarts site. ![]() Outcome Chart - Ontario - Health and Physical Education Grade 2This outcome chart contains media-related learning outcomes from the Ontario Grade 2 Health and Physical Education curriculum with links to supporting resources on the MediaSmarts site. ![]() One's a crowdIn our last instalment we contrasted the “hard path” of user-created media – which requires would-be creators to be highly talented, skilful, committed, or all three – with the “easy path” of services which make it possible for more people to create media. In this column we’ll be looking at a method which aspires to make everyone a creator: crowdsourcing. ![]() Understanding AI and helping youth make the most of itEverywhere we turn, we’re hearing about artificial intelligence (AI). We already know AI is all around us – algorithms are suggesting what to watch and tools like ChatGPT and Midjourney are being used to generate the content we’re seeing. But how many of us actually understand what algorithms even are? And if you’re a parent, guardian or teacher, are you prepared to teach youth how to use AI responsibly? ![]() Game TimeIn this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful. | |


