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The Front Page

This lesson begins by helping students to identify and understand the different aspects of news outlets. Using these skills, students will then collect and identify news stories and categorize them according to subject matter.

Diversity in Media, Journalism & News

First Person

In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.

Diversity in Media, Indigenous People, Persons with Disabilities, Privilege in the Media, 2SLGBTQ+ Representation, Religion, Stereotyping, Video Games, Visible Minorities

Audio Media: Introduction 

Audio media, such as music and podcasts, share the power to communicate deeply and personally with listeners, often using sound and words to tell stories and set moods. Both forms have been fundamentally changed by digital technology, which has made content abundant and accessible, mainly through mobile devices and streaming. These digital changes mean that algorithms and platform rules are now major forces in deciding what listeners discover and consume. 

Audio Media, Music

Data Defenders: Understanding data collection online

In this lesson, students explore the concepts relating to data collection that are introduced in the educational game Data Defenders. The lesson will underscore for students the idea that their data is valuable and worthy of careful management by analyzing the platforms, applications and websites they use through the lens of the five privacy tools (which address the five principal ways data is collected online) introduced in Data Defenders. Finally, students consider how to apply these tools to their own online activities.

Digital Citizenship, Online Marketing, Privacy

Privacy Rights of Children and Teens

In this lesson, students are introduced to the privacy principles that inform the Alberta and BC Personal Information Protection Acts, Québec’s An Act Respecting the Protection of Personal Information in the Private Sector and the students’ federal Personal Information Protection and Electronic Documents Act (PIPEDA) relating to personal information collection online. They learn ways to find out what personal information may or has been collected by platforms that they use, how to limit data collection about themselves, and the various forms of recourse that are available to them if they feel an organization is not respecting their rights.

Internet & Mobile, Privacy

Outcome Chart - British Columbia - English Language Arts K

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

Avatars and body image

In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.

Body Image, Digital Citizenship, Digital Health, Gender Representation, Internet & Mobile, Stereotyping, Video Games

Your Online Resume

In this lesson, students learn that their online presence is like a resume that can help them – or hurt them – in their future personal and professional lives. The lesson begins by having students do a self-appraisal of their online resume. Students will review steps for limiting the negative impact of things they’ve posted online. Students then think about people whom they consider to be heroes or role models, identify the characteristics that make them admire these people, and discuss what those people did in order to be seen so positively. Finally, students learn tools and strategies for consciously building a positive online brand and develop a communications plan for doing so.

Digital Citizenship, Internet & Mobile, Privacy

A Day in the Life of the Jos

In the educational game 'A Day in the Life of the Jos', students in grades six to eight help the brother and sister team Jo and Josie with situations they encounter online as they go about a typical day in their lives.

Authenticating Information, Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Intellectual Property, Internet & Mobile, Online Ethics, Online Marketing, Resources, Social Networking, Video Games

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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