Best Practices


Pax Warrior
Pax warrior is a ground breaking e-learning program about the Rwandan genocide of 1994. It uses a strong narrative presentation in the documentary tradition melded with decision-based simulation, a participatory research centre, and testimonials from survivors.

Users enter the story through the eyes of General Romeo Dallaire, commander of the UN troops enforcing a peace accord. Taking his role, users also witness the genocide unfolding and are confronted with the dilemmas he faced. They may choose to act differently than Dallaire, and discover the consequences of their choices.

To help make their decision, users can go to the central online research database at any time where they can read background articles. Users from around the world can add their won opinions and essays, sharing information and international perspectives.

In the final section, the “living memorial” brings home the human impact of genocide. Recorded testimonials from Rwandans talking about the lives of a loved one they lost, help us to understand from an individual’s perspective- the statistic of “800,000

E- Inclusive is a web destination where Deaf and hearing children alike can journey in an exciting and engaging cultural experience. Produced in partnership with the Canadian Cultural Society of the Deaf, this unique website is a companion to the television show, The First Television Series and Website in American Sign Language. uses Deaf Planet as a metaphor to reinforce both the fun and educational aspects of the TV program. The site’s content is available in ASL as well as French LSW. In addition to the regular content, featuring the characters from the television show Max, Kendra and WILMA and their adventures on Deaf Planet, new content has been integrated into exciting animated environments which use the latest Flash web design technology to allow audiences to play trivia games and participate in educational activities while learning about Deaf culture on Earth, in a section of the site called Earth Buzz. The latest section, called Sports Village, features video clips and interactive games related to Deaf athletics.


Contraception Awareness Project
Created by the Society Obstetricians and Gynecologists of Canada (SOGC), is bilingual Web site offering credible and detailed information on sexual health issues. The site’s goals are to increase awareness and knowledge of sexuality and reproductive health throughout one’s life time. The site is organized by separate modules written for teens, adults, parents, teachers and healthcare professionals:

Teenagers and adults will find information on puberty, sex, contraception, sexual orientation, sexually transmitted infections (STI), sexual assault and menopause. The answers to common myths, interactive games, virtual scenarios, and tips on how to talk to your partner or doctor about sex are all accessible.

Parents are offered guidance on the role of parents, living with teens, talking about sex, sexual abuse and coercion with your child, and child development. Educators have access to lesion plans, Web quests and other resources to assist them in teaching sexual health education.

For healthcare professionals, there is content related to sexual dysfunction, domestic violence, STIs, contraceptives, disability and illness, screening, history-talking as well as patient and physician literature.

A free e-newsletter deals with sexuality issues, research sex education, trends and links. Frequently-asked question and answer sections, and links to articles and related sites are included.

E-Government is the main portal to the civic government of Canada/’s third largest city. It is designed to accomplish four objectives: provide a variety of information and data on programs, services and projects; educate citizens on issues and debates that impact their lives; encourage public involvement; and provide accessible on-line services. Citizens of Vancouver and the greater Vancouver area, businesses and investors, and tourists.

The city of Vancouver believes that for citizens to be actively engaged in the decisions affecting their community, they need to understand the issues and debates taking place. To this end, the City/’s web site is used as an educational tool.

Through our web, we broadcast (and archieve) all Council and committee meetings. We also produce a TV and online news magazine show, GVTV, that examines in-depth the issues, policies, programs and people that shape the city. All GVTV video segments are posted on the web for 24/7 access.

The city also uses its site to: offer demographic and service/amenities data for various neighborhoods through its community web pages; provide up-to-date information on the where and why of major road construction; enable citizens to publicize their community events; track progress on City projects; promote involvement in public hearings and workshops; provides; and to link to upcoming Council reports/debates, etc.

The site is also used for many service transactions such as purchasing business licenses, looking up staff contacts, researching mapping information, etc.


The Canada Foundation for Innovation (CFI) is an independent, non-profit corporation created by the government of Canada to fund research infrastructure. Its mandate is to strengthen the capacity of Canadian universities, colleges, research hospitals, and non-profit research institutions to carryout world-class research and technology development that benefits Canadians., published bi-monthly be the CF, is an online magazine that showcases innovation research projects from across Canada. Its objective is to demonstrate the importance, benefits, and relevance of research to Canadians, and thereby provide accountability for the investments in these research projects. also underscores the importance of partnerships as part of Canada’s research and innovation agenda with institutions, municipal and provincial governments, and the private and voluntary sectors.

E-Entertainment is a media-rich online magazine designed to showcase the best in Canadian independent music, stories, art and interactivity. Published weekly form November of 2002 to March of 2005, is a commercial-free exploration of the people, issues and ideas that define the changing culture of our country and its place in the world. It merges audio, vide, photography and text into a seamless and substantive package of interactive content. Personal essays on the last days of a dying mother, blind photographers wielding disposable cameras, and heartbreaking stories about the day Ernie left Bert; Haunting visual poetry, first person narratives form singing Indian taxi drivers, and the art of a teenage fugitive in love; captures the complexity and diversity contemporary life in Canada and embrace new types of expression. It is an integrated and modern approach to content development and was part of CBC Radio’s continuing strategy to expand and attract new audience to public broadcasting.

CBC Radio 3 was designed to showcase Canadian music, art and stories to Canadians living at home and other interested audiences and communities around the world. It explored what it meant to be a Canadian living in the world from an independent and non-mainstream perspective, and that type of focus proved to be popular with international audiences interested in art and culture.


Professionalism and Ethics Simulation 1.htm
Zapdramatic provides life EXPERIENCE through SIMULATIONS. We were approached by Agriculture Canada to create a course that would illustrate the desired standard of professional and ethical behavior of field workers servicing farm businesses across Canada. The challenge was to show how easily the deceptively simply rules of conduct could be transgressed if you were not paying attention. We decided to create an interactive scenario in which the learner had to go through a day in the life of a farm consultant. We carefully laid a number of common ethical traps. We expected that most people who played the simulation would find themselves in an unethical situation from which they could not escape. They would learn from that failure and not fall into the same trap on the subsequent attempt.

The benefit of simulated experiences is:

1) Failure doesn’t mean a life-destroying professional disgrace. The learner gains the wisdom to recognize the traps and make better, more effective choices.
2) The decision making nature of the product makes the learning part examination which reveals to the user their tendencies and weaknesses and part discovery which shows the user alternative paths to success.
3) We produced this product in both the English and French language using professional actors.

E-Culture is both an environment as well as an exploration tool. The site enables each visitor to quickly find a venue or product within the city as well as to explore its well-kept secrets and streets. By using images, sound and video to instantly recreate the ambience, the experience gives an accurate impression of actually being there all these vignettes help to capture the city\’character, which causes those who make Montreal their home to fall in love with it and intrigues those who come to visit.

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