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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.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers.
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.
In this lesson, students look at how male and female characters are depicted in comic books.
In this lesson, students explore the gratuitous use ofviolence in televised sports.
This lesson focuses on put-down mentality in the media.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
To make students aware of the ways in which male violence is used and promoted in advertising.
To introduce students to the organizations of the Canadian broadcasting industry, and to the codes, guidelines and issues relating to violence in television and radio programming.