This interactive quiz, for Grades 6 to 8, is designed to increase students’ knowledge and understanding of alcohol marketing aimed at youth.
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.
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.
In this lesson, students learn how to create their own youth consumer magazine or Internet site.
In this lesson, students will produce a 20 minute news broadcast.
In this lesson, students explore how magazines are developed to reach specific target markets.
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.
This lesson helps students understand how self-image can influence lifestyle choices.
In this lesson, students examine the visual codes used on television and in movies through an exploration of various camera techniques. Students begin with a discussion about camera-subject distance, and review various film techniques that are used to create visual meaning.
In this lesson, students will write a news article for the school newspaper.