This interactive quiz, for Grades 6 to 8, is designed to increase students’ knowledge and understanding of alcohol marketing aimed at youth.
This interactive unit is designed to help kids between the ages of 5 and 8 recognize the marketing techniques used on commercial websites that target children.
In this game, designed for ages 8-10, the CyberPigs play on their favourite website and encounter marketing ploys, spam and a close encounter with a not-too-friendly wolf.
Young people – who have disposable income and a tremendous influence on family purchases – are the perfect target for marketers and advertisers. This section covers various issues related to marketing that targets children and youth.
Male or female: Seems simple enough, but these categories which were assigned to us at birth carry with them a whole lot of social and cultural meanings and expectations. In this section, we look to unpack some of the media’s baggage around what it means to be a boy or girl, man or women.
Despite the fact that men are the most frequent protagonists in all forms of media, we sometimes have trouble defining what exactly makes a man. In this section, we explore how masculinity and maleness are constructed by the media.
Concerns about video games include the time children and teens spend playing them, the physical effects of an inactive lifestyle, and the violent or sexist content of many games. Playing video games can be a positive experience if we understand the issues involved, choose games wisely and control screen time.
Simone de Beauvoir said “One is not born a woman, but becomes one.” This section analyzes how various media contribute to creating an ideal femininity and how we buy into it.
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.