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.
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.
Outcome Chart - Alberta - Career and Technology 7
Outcome Chart - Alberta - Career and Technology 8
In groups, students will create a Digital Story which addresses a topic, theme or issue that is affecting them. All stages of production will be covered, including research, storyboarding their idea into a visual organizational layout, practicing capturing quality photographs and interviews, and finally weaving their Digital Story into a finished project using computer editing software.
In this lesson, students explore the ways in which the media frame is used to tell stories.
This outcome chart contains media-related learning outcomes from the Northwest Territories - Literacy with ICT Across the Curriculum K-3 curriculum, with links to supporting resources on the MediaSmarts site.
This outcome chart contains media-related learning outcomes from the Manitoba, Grade 5 Social Studies curriculum, with links to supporting resources on the MediaSmarts site.
This outcome chart contains media-related learning outcomes from the Manitoba, Grade 6 Social Studies curriculum, with links to supporting resources on the MediaSmarts site.
A lifetime of optimal well-being is supported by prioritizing health and safety.
Guiding Question
How can responsibility lead to a desired outcome?
Learning Outcome
Students analyze responsibility and consider the impact on well-being.
Knowledge
In this lesson, students consider how we come to hold values and how they affect our behaviour, especially online. They begin by comparing their assumptions about how common positive and negative online behaviours are with accurate statistics, and then consider how believing that something is more or less common than it really is can affect whether or not we think it’s acceptable. The teacher then uses a fable to introduce students to the ways that values can be communicated both overtly and implicitly and students discuss the ways in which their values have been communicated to them. They then turn specifically to the online context and consider what values they have learned about online behaviour and how they learned them. Finally, students consider scenarios that examine ethical questions online and role-play ways of resolving them.