Framed around key concepts of media literacy, the That’s Not Me tutorial examines how entertainment and news media represent diversity and the impact these media portrayals can have on the value we place on individuals and groups in society. The tutorial explores how the media industry is changing to better reflect Canadian society and provides strategies for challenging negative representations and engaging young people in advocating for more realistic and positive media portrayals.
Since at least the days of Birth of a Nation (1915), Hollywood has turned to history for material. A quick survey of this year’s Academy Award nominations shows that this is as true now as ever, with five out of the nine nominees for Best Picture – Argo, Django Unchained, Les Miserables, Zero Dark Thirty and odds-on favourite Lincoln – based in history in some way. Their approaches vary, of course, with the history-as-backdrop approach of Les Miserables, the revenge fantasy of Django Unchained, the academic character study of Lincoln, the docudrama of Zero Dark Thirty and the history-as-thriller of Argo.
In this lesson, students discuss television programming aimed at children and how girls and boys are portrayed in it. Students illustrate what they dislike about portrayals of girls or boys and then create their own TV character who will counter the illustrated negative portrayals.
First of all, you can’t choose to give up privilege – privilege is by definition an unearned advantage and you cannot choose to not have it. Guilt and shame are not, however, productive ways to deal with this.
In this lesson students are introduced to the concept of «avatars» and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.
Persons with disabilities might best be described, in the media at least, as an invisible minority: though a large segment of the population has a physical or mental disability they have been almost entirely absent from the mass media until recent years. Moreover, when persons with disabilities appear they almost always do so in stereotyped roles.
Much in the same way that visible minorities are under- or misrepresented in news media, visible minorities are not accurately portrayed in entertainment media, which tends to reinforce themes that are conveyed in the news. In Canada, these inaccurate representations are often the result of economic factors that affect which forms of media are broadcast and the types of portrayals they include. Although positive change is occurring, it is important that Canadian media content more accurately and fairly reflect the reality of Canadian multiculturalism.