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The My Voice is Louder Than Hate teacher’s guide provides an expanded discussion of topics such as online hate, casual prejudice, dehumanization and digital citizenship and detailed instructions on how to present the My Voice is Louder Than Hate lessons in a way that will be emotionally safe for students.
In this lesson, students are introduced to the idea that what they see in media can be deceptive. They explore the idea that media are “framed” by their creators and consider what parts of the world are left out of the frame.
On the internet, it can be hard to tell what’s true and what’s false—but we have to make a lot of decisions based on how reliable we think things are. In Reality Check, you’ll learn how to find clues like finding where a story originally came from and comparing it to other sources, as well as how to use tools like fact-checking sites and reverse image searches.
The Digital Literacy Training Program for Canadian Educators workshop provides an overview of essential digital literacy skills and key concepts of media and digital literacy, familiarizes participants with the digital experiences of Canadian youth, and introduces the resources and tools that are available through MediaSmarts’ USE, UNDERSTAND & CREATE digital literacy framework.
The #ForYou discussion guide includes a gameplay overview, instructions on how to run the game as a workshop, a pre-brief and debrief before and after each round of the gameplay to introduce and discuss key ideas about algorithms, rules for quickplay, and a glossary of key terms.
#ForYou is a card-based pattern-matching game that helps youth aged 13 to 18 understand the role that algorithms play in their online and offline lives, and the value of their personal information to companies that use those algorithms. The game is designed to be delivered either in school or in community spaces such as homework or coding clubs.
In this lesson, students play the educational card game #ForYou: A Game About Algorithms and use it as a prompt to learn about and discuss the role that algorithms, data collection, and machine learning play in their lives. After playing, they analyze the game as an example of a serious game and then design their own serious game to communicate some of what they have learned in the lesson.
You can make the world a better place TODAY. 10 tiny ways you can make the world a better place today.
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 Guide for Trusted Adults is based on YWCA’s consultation with Canadian girls and young women about their concerns and the issues they face online and on social media platforms and the ways they want the adults in their lives to support them.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational game online that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch. Students then look at examples of real commercial environments and watch for “weasel words” used by advertisers.
This teaching unit helps students to become more aware of the language and techniques used in print advertising, as well as the impact of advertising on their daily lives.
To make students aware of the ways in which male violence is used and promoted in advertising.