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New Brunswick - Personal Wellness 8

Strand: Wellness

Big Idea: Helpful and Harmful Choices

Skill Descriptor:

Evaluate the impacts of food, screen time, and substance use/misuse on self and community. 

Achievement Indicators:

Describe how food, screen time, and substance use can affect overall health (mental, social, emotional, and physical including brain development, etc.)

Analyze influences that lead youth to decide whether or not to misuse food, screen time, and harmful substances

Strategies for Engaging with LGBTQ2S+ Representation in Media

Though 2SLGBTQ+ characters, situations and themes are becoming increasingly prevalent in the media, it is sometimes difficult to interpret representations.

Diversity in Media, 2SLGBTQ+ Representation, Stereotyping

Outcome Chart - Ontario - Healthy Living Grade 12

This outcome chart contains media-related learning outcomes from the Ontario Grade 12 Healthy Active Living curriculum with links to supporting resources on the MediaSmarts site.

Outcome Chart - British Columbia - Physical and Health Education 2

This outcome chart contains media-related learning outcomes from the BC Physical and Health Education Grade 2 curriculum, with links to supporting resources on the MediaSmarts site.

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

Studio Arts 3D 11

Students are expected to be able to do the following:

Explore and create

  • Explore artistic possibilities and take creative risks
  • Intentionally select and combine materials, processes, and technologies to convey ideas
  • Demonstrate active engagement in creating artistic works and resolving creative challenges

Reason and reflect

Common Portrayals of Persons with Disabilities

Part of stereotyping is the attitude that all members of a particular group are the same, or else fall into a very small number of types. This is particularly true in the few cases where persons with a disability appear in media

Diversity in Media, Persons with Disabilities, Stereotyping

Has the pandemic changed how we engage with media?

Matthew JohnsonThey say the future comes when you aren’t looking. This Media Literacy Week, we are reflecting on how the pandemic has changed how we interact with media and each other. Certainly a few years ago, not many of us could have imagined we’d be spending a fair portion of our lives doing video chats, which were considered obsolete and mostly reserved for keeping in touch with friends and family far away.

Authenticating Information, Digital Citizenship, Internet & Mobile, Parents

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