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.
In this section we explore the ethics, laws, and rights that surround questions of intellectual property. Whether it’s a question of downloading music, borrowing graphics and photos, or copying text from an academic source, there are bound to be questions about what is and what is not fair use.
In this lesson, students decode and explain the relevance of editorial cartoons. The class begins with a teacher-led deconstruction of a political cartoon, after which students decode editorial cartoons that they have selected.
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.
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.