This interactive quiz, for Grades 6 to 8, is designed to increase students’ knowledge and understanding of alcohol marketing aimed at youth.
Music is one of the most popular and powerful forms of media that kids and teens consume. In this section we tackle issues such as access to questionable content in music and file sharing.
Always popular with young people for decades now, films carry with them their own set of concerns such as representations of violence, diversity and stereotyping. The following section explores movies and the related issues that are relevant for different age groups.
Privilege manifests itself in a many ways. The fact that it is systemic rather than localized means that it is difficult to identify. Moreover, individual benefits of privilege may often seem small — but being outside of privilege can have staggering setbacks. This section helps identify how media and privilege intersect.
This lesson examines how music reflects and influences societies and is a metaphor for ideas and experiences. Students begin by brainstorming the functions or purposes of music and by discussing music’s power as a mirror and a symbol.
We want to encourage kids to form opinions about what they watch - to react to what they see on the screen. In this lesson, children begin to think about basic concepts - such as how audiences interpret meaning, and the constructed world of television and film.
Popular Music and Music Videos is part of a three-lesson unit designed to introduce students to the concept of popular culture and the role that it plays in their lives.
In this lesson, students identify stereotypical images of girls and women as represented by female action heroes.
This lesson looks at the increasing prominence of gambling in the media, particularly movies and television.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.