Outcome Chart - Manitoba - Science 10

We conduct qualitative and quantitative community-based research projects; design and facilitate program and resource evaluation; and mobilize the findings and recommendations from our research - all in collaboration with various community and academic partners.

Ottawa, ON (January 22, 2014) – Canadian children and teens are more connected to the online world than ever through a variety of portable devices, and more connected to others through social networking, according to new research released today by MediaSmarts. Although boys and girls have different experiences online, the Internet is an important source for seeking information, entertainment and socializing for all young Canadians.

Students are expected to be able to do the following:
Understanding context
Defining

Overall Expectations
SCO 12 - The student will be expected to demonstrate an understanding of the significance of citizenship in the context of liberal democratic society
Specific Expectations
12.1 explain the concept of citizenship
12.2 explain how the idea of citizenship influences identity
12.3 explain the rights and responsibilities of citizenship
12.4 illustrate the importance of active citizenship
MediaSmarts Resources

This outcome chart contains media-related learning outcomes from the Alberta - Applied Sociology 30 curriculum, with links to supporting resources on the MediaSmarts site.

Skill Descriptor:
Examining interconnected computing devices and associated risks
Achievement Indicators:
Identify steps in a cybersecurity attack and describe how to mitigate against these.
Implement authentication and access control.
Implement encryption.
Implement intrusion detection.

A4. describe network concepts, services, and security
A4.4 describe methods for making a network secure (e.g., firewalls, data and password encryption, user authentication, WEP or WPA keys, security of server room).
MediaSmarts Resources

In this lesson, students learn that video games are unlike other media because they are interactive, allowing players to do things and make choices. They then explore the idea of affordances and defaults by considering the “video game verbs” that different games allow you to do. They consider the commercial, technical, and genre reasons why some verbs are more often possible than others and then create a simple design for a video game in which players are able to do a wider variety of things.

Questioning and Predicting
Planning and Conducting