Outcome Chart - New Brunswick - Visual Arts K
Outcome Chart - New Brunswick - Visual Arts K

Outcome Chart - New Brunswick - Visual Arts K

Skill Descriptor:
Create and present expressive work in visual arts for a range of audiences and purposes using a variety of art media including technology.
Achievement Indicators:
Create representations of a variety of subjects with a focus on careful observation
Create art for a variety of reasons, including responses to music and literature

1. research characteristics of an effective Web page
1.1 identify acceptable guidelines for creating Web pages, including:
1.1.1 elements and principles of design
1.1.2 layout
1.2 identify content-related features that contribute to effective Web site design and viewer satisfaction, including:
1.2.1 all required information is provided

There have been four main approaches to integrating digital media literacy into the curriculum.[1] The first, infusion, makes digital media literacy an integrated part of the inquiry process. The second, integration, makes digital and/or media into its own, separate subject, or gives it a prominent place within an existing subject: media literacy was first brought into the Ontario curriculum in Ontario following this approach in 1989 as one of the four strands of English Language Arts, on a par (at least in theory) with Reading, Writing and Listening.[2] The third, cross-curricular competencies, identifies digital media literacy competencies as “not something to be added to the literacy curriculum, but a lens for learning that it is an integral part of all classroom practice”[3]; and the last, dispersion, locates them within various grades and subjects without any overall design.[4]

November 2, 2009, Toronto - The Entertainment Software Association of Canada (ESAC) and the Media Awareness Network (MNet) have collaborated on an informative Tip Sheet for Parents and Gamers just in time for Media Literacy Week.
Video and computer games have become a basic part of kids' lives. According to ESAC's 2009 Essential Facts about the Canadian computer and video game industry, 57 per cent of kids aged 6-12 and 42 per cent of teens aged 13-17 play video games a few days per week.

Most young children enjoy pretend play and love to imitate action heroes. But many teachers, parents and child care workers say the influence of children's superhero TV shows or movies, can result in havoc when little fans get together.

A Day in the Life of the Jos is a comprehensive digital citizenship tutorial that prepares students in grades six to eight to deal with all of the issues they face when using digital technology – from online privacy, to cyberbullying, to recognizing what’s real and what’s fake online.

Internet search engines are a big part of how we find things online. You can get the most out of them by learning how they work, and how to use them quickly and effectively.

This report is drawn from a national survey of Canadian youth conducted by MediaSmarts in 2013. The classroom-based survey of 5,436 students in grades 4 through 11, in every province and territory, examined the role of networked technologies in young people’s lives. Sexuality and Romantic Relationships in the Digital Age (the fifth in a series of reports from the survey) examines issues such as sexting, romantic interactions online, and accessing pornography and information about sexuality.