Quebec Competencies Chart - Gambling in the Media
Quebec Competencies Chart - Gambling in the Media

Quebec Competencies Chart - Gambling in the Media

This report shares findings from MediaSmarts’ four-year intervention research project: Moving On: Digital Empowerment and Literacy Skills for Survivors (MODELSS), which developed and evaluated the Resilience through DigitalSmarts program. Delivered in shelters and transitional homes across Canada, the program provides trauma- and violence-informed digital media literacy training to help survivors of technology-facilitated violence and abuse build online safety skills and confidence. The report is structured around the project’s four phases (adaptation, implementation, evaluation and knowledge mobilization), outlining the approaches, methods, outcomes and lessons learned at each stage. It highlights key findings from the evaluation of the Resilience through DigitalSmarts program and concludes with reflections on what works well in trauma-informed digital media literacy interventions, as well as strategic priorities for addressing tech-facilitated violence at individual, interpersonal, community and systems levels.

Skill Descriptor:
Describe and contribute thoughts, feelings, and experiences and compare to those of their peers.
Achievement Indicators:
Describe observations, understandings, viewpoints, and perspectives
Compare and contrast observations, understandings, viewpoints, and perspectives that have been shared by others

Data literacy: manage, analyse, and use data to make convincing arguments and informed decisions, in various contexts drawn from real life
Data Visualization
D1.4 create an infographic about a data set, representing the data in appropriate ways, including in tables and scatter plots, and incorporating any other relevant information that helps to tell a story about the data

1.0 explain how democratic principles and civic engagement can influence the human experience
2.0 analyze information, events, ideas, issues, places, and trends to understand how they influence the human experience
3.0 respond to significant issues influencing the human experience
1.2 collaborate to achieve a common goal

This chart contains media-related learning outcomes from Ontario, Curriculum for Geography CGF3M: Forces of Nature: Physical Processes and Disasters, with links to supporting resources on the MediaSmarts site.

Ottawa (March 31, 2016) –To help young people make informed decisions when going online, MediaSmarts, Canada's centre for digital and media literacy, has launched a new educational game, Click if You Agree. The game teaches teens and preteens the skills they need to read and understand the legal policies on websites and in software they use.

1.0 explain how democratic principles and civic engagement can influence the human experience
2.0 analyze information, events, ideas, issues, places, and trends to understand how they influence the human experience
3.0 respond to significant issues influencing the human experience
1.2 collaborate to achieve a common goal

This outcome chart contains media-related learning outcomes from the British Columbia, Grade 7 English Language Arts curriculum, with links to supporting resources on the MediaSmarts site.

Schools are supposed to be public spaces, but more and more advertisers are using them to target youth. Corporations know just how much time kids spend at school, whether in class, in after-school activities or just hanging out with their friends, and they don’t want to pass up a chance to reach them there. A school setting delivers a captive youth audience and implies the endorsement of teachers and the education system.