Resilience Through DigitalSmarts: Digital Literacy for Survivors of Technology-Facilitated Violence is designed to provide digital media literacy resources for practitioners in the violence against women (VAW) sector and survivors of family violence–specifically those who have experienced or are experiencing technology-facilitated violence and abuse.
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.
Everywhere we turn, we’re hearing about artificial intelligence (AI). We already know AI is all around us – algorithms are suggesting what to watch and tools like ChatGPT and Midjourney are being used to generate the content we’re seeing. But how many of us actually understand what algorithms even are? And if you’re a parent, guardian or teacher, are you prepared to teach youth how to use AI responsibly?
In this lesson, students learn about media as a source of information, and how this information is presented from a particular point of view.