My daughter – age 14 – is all about Instagram. It’s her primary source of entertainment: if she’s on her phone, she’s likely looking at memes or laughing at silly posts made by her friends. It’s also the main way she communicates with them, as they use its messaging service much more than things like texting or video chat.

In its early days, the internet was often spoken of as a free marketplace of ideas, where everyone’s views and thoughts could be shared and compete on an equal footing. Today it’s an essential tool for accessing information and services, but its value as a vehicle of civic engagement and debate has in many ways declined.

In the educational game A Day in the Life of the Jos (Licensed Resource), 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.

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.

In this lesson, students consider the meanings of the term “fake news” and learn facts about the news industry that will help them recognize legitimate sources of news. They use an educational computer game to learn how to track a news story to its original source before evaluating its reliability, then practice the same skills “in the wild” with actual news stories.

In this lesson, students consider the ways in which our own biases can prevent us from being objective. They then learn ways to recognize and account for our biases and practice these by playing an interactive online game. Finally, students learn about how public service campaigns can change social norms and create their own PSA to promote ethical sharing of online information.

Level: Grades 9 to 12
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 1 ½ to 2 hours, plus time for the assessment/evaluation activity

In this lesson, students consider the ways in which misinformation can have an impact on history and politics. After discussing a number of historical examples of misinformation, they examine the ways in which news sources may be biased and use an interactive online game to practice skills in getting more context on a story. Finally, students read a current news story and use what they have learned to find the context they need to understand it.

In this lesson, students start by considering the wide range of science and health information they are likely to encounter in news or through social media. They read an article on a scientific topic to help them understand the particular challenges of verifying science and health information and then use an educational computer game to practice skills in critically reading health and science stories. Finally, students compile a list of reliable sources they can turn to for verifying health and science stories.

The purpose of the lesson is to facilitate and develop youth art as a form of community engagement and give students the opportunity to explore their experiences with privacy and equality in networked spaces. Students will be presented with several scenarios related to experiences of privacy and (in)equality in networked spaces and how young people have used art to advocate for change. Students will be asked to develop an art project (mural, collage, recorded performances, face/body art, etc.) that they believe best reflects the issues that are important to them. Since the expertise and support to implement an art project vary from classroom to classroom, there are three options for completing this lesson: (i) students design and create their art projects; (ii) students develop a plan to produce an art project without actually creating it; and (iii) students are mentored by professional artists who help them design and implement their art projects.