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Stand up to Bullying on Pink Shirt Day

On February 25, we’ll be celebrating Pink Shirt Day – a day dedicated to raising awareness around bullying, giving young people the tools they need to stand up to bullies and teaching them how to step in when they see it happening. To help you mark the day, we’ve put together a list of resources.

Cyberbullying, Events

Shaw Communications commits to healthy kids in a digital world as a Platinum Sponsor of MediaSmarts

February 25, 2015 (Ottawa) – MediaSmarts, a leading Canadian centre for digital and media literacy, is pleased to welcome Shaw Communications Inc. as its first Platinum sponsor. The Platinum Sponsorship represents a $75,000 contribution in 2015 to the charitable organization.

Rules of the Game

In this lesson, students consider the importance of the written and unwritten rules that make it possible to learn and play together, online and offline.

Digital Citizenship, Internet & Mobile, Online Ethics

Healthy Food Web

In this lesson, students consider the role of snack foods in a healthy diet. The teacher then guides them on a tour of popular sites aimed at children, where the class identifies and classifies the advertising encountered there and looks at how the food products being advertised fit – or don’t fit – in the food groups found in the Canada Food Guide. Students then play the game Co-Co’s AdverSmarts to understand some of the techniques used by online food marketers and then create their own mock website promoting a healthy diet.

Digital Citizenship, Digital Health, Food Marketing, Internet & Mobile, Marketing & Consumerism, Online Marketing

Avatars and body image

In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.

Body Image, Digital Citizenship, Digital Health, Gender Representation, Internet & Mobile, Stereotyping, Video Games

Understanding the Internet Lesson Series - Portal Page

Lesson 1: Using the Internet

In this lesson, students will explore their own experiences with online activities, build a common vocabulary of online-related terminology and identify purposes and methods of online interactions from the user’s perspective.

Lesson 2: Pathways and Addresses

Understanding the Internet Lesson 3: Build Understanding

In this lesson students will identify and classify their own interactions with the Internet and will engage in a collaborative critical thinking activity that will have them examine the Internet from a variety of perspectives.

Digital Citizenship, Internet & Mobile

Understanding the Internet Lesson 2: Pathways and Addresses

In this lesson, students will gain a greater understanding of how messages are sent and received over the Internet. They will analyze three videos to identify key information and vocabulary that will help them to continue constructing their Online Dictionaries from Lesson 1.

Digital Citizenship, Internet & Mobile

Game Time

In 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.

Digital Citizenship, Digital Health, Internet & Mobile, Video Games

Understanding the Internet Lesson 1: Using the Internet

Level: Grades 4 to 6

About the Author: This lesson was written for MediaSmarts by Ethan Anderson

Duration: 1-2 hours

Digital Citizenship, Internet & Mobile

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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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