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#ForYou: A Game About Algorithms

#ForYou is a card-based pattern-matching game that helps youth aged 13 to 18 understand the role that algorithms play in their online and offline lives, and the value of their personal information to companies that use those algorithms. The game is designed to be delivered either in school or in community spaces such as homework or coding clubs.

Artificial intelligence, Internet & Mobile, Privacy

Ads That Don’t Look Like Ads

In this lesson, students learn what makes something an ad and how to distinguish advertisements from reviews, focusing on the key concepts of genre, tropes, bias, disclosure, and framing. Students begin by viewing and analyzing a video to prompt critical questions about the creator’s intent and visual style, then delve into the advertising genre by learning about its essential elements, like the presence of a product and brand. Students examine the differences between the “ad” and “review” genre and also use companion reading skills to evaluate the reliability and potential bias of a source by searching for undisclosed "brand deal" or "sponsored" content. Finally, students create two media pieces about the same product—one crafted as a persuasive ad and the other as an honest review—to demonstrate their ability to apply the genre elements and tropes learned throughout the lesson.

Internet & Mobile, Marketing & Consumerism, Online Marketing

Outcome Chart - Northwest Territories - English Language Arts Kindergarten

This outcome chart contains media-related learning outcomes from the Northwest Territories, Kindergarten English Language Arts curriculum, with links to supporting resources on the MediaSmarts site.

Outcome Chart - Ontario - Self-Directed Learning

Overall Expectations:

Self-directed learning involves becoming aware of and managing one’s own process of learning. It includes developing dispositions that support motivation, self-regulation, perseverance, adaptability, and resilience. It also calls for a growth mindset – a belief in one’s ability to learn – combined with the use of strategies for planning, reflecting on, and monitoring progress towards one’s goals, and reviewing potential next steps, strategies, and results.

Outcome Chart - Saskatchewan - Health Education Grade 9

This outcome chart contains media-related learning outcomes from the Saskatchewan Grade 9 Health Education curriculum, with links to supporting resources on the MediaSmarts site.

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

Outcome Chart - Ontario - Introduction to Computer Programming 11 College ISC3C

This outcome chart contains media-related learning outcomes from the Ontario Introduction to Computer Programming 11 College ISC3C curriculum, with links to supporting resources on the MediaSmarts site.

Outcome Chart - Ontario - Computer Technology, Grade 11 Workplace Preparation (TEJ3E)

Computer Technology Fundamentals

Overall Expectations

A2. describe the topologies and hardware of computer networks, and the advantages and disadvantages of computer networking

Specific Expectations

A2.3 describe the advantages and disadvantages of networked computing (e.g., data sharing, collaborative applications, security, costs, centralized administration, reliability, effects of equipment failure).

MediaSmarts Resources

Entrepreneurship 12

Curricular Competencies

Students are expected to be able to do the following:

Applied Design

Applied Technologies

  • Explore existing, new, and emerging tools, technologies, and systems

and evaluate their suitability for design and production interests

Outcome Chart - Nova Scotia - Health Education Grade 7

Outcome Chart - Nova Scotia - Health Education Grade 7

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