This interactive module for Grades 7 and 8 is designed to increase students’ ability to recognize bias, prejudice and hate propaganda on the Internet and in other media.
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.
This winter the Olympics return to Canada for the first time since the Calgary games of 1988. For many people, the most vivid memories of that Olympiad are the colourful stories of some of the less accomplished athletes, such as British ski jumper Michael “Eddie the Eagle” Edwards and the members of the Jamaican bobsled team. It’s unlikely, though, that there will be any charming underdogs in this year’s Olympiad, as the games become more and more the province of professionals. As audiences and advertising revenues drop, however, will the professionalization of the Games spell their downfall?
The Boston Marathon tragedy has raised questions about the role the Internet plays in radicalizing youth and, more generally, how it may be used to perpetuate hatred. In Canada, similar questions are being asked about the radicalization of four London Ontario students in the wake of last January’s attack on an Algerian gas plant.
Ever since Cronus the Titan tried to swallow his son Zeus, parents have feared being supplanted by their children. (It didn’t take.) But it’s only in the last few generations, as the rate of technological progress has accelerated, that children have grown up in a world significantly different from the one their parents knew, and it’s only very recently that parents have seen their surpass them while they were still in the single digits. Thanks to digital media, the world is changing so rapidly today – consider that five years ago there was no Twitter, ten years ago no Facebook and fifteen years ago no Google – that even those of us who spent our childhoods programming our parents’ VCRs can feel left behind.
Someone encountering the Internet for the first time might be forgiven for assuming it was created specifically for teenagers. Indeed, the Internet could reasonably be said to have been aging backwards since its birth – the domain first of scientists and the military, then of university students in the 1990s and now children and teenagers.
In ancient times the Olympics were a time when all nations – all Greek nations, anyway – would put away their differences and compete in almost every human activity, from poetry to the ferocious, no-holds barred combat sport called pankration. Being the very best that humans could be was seen as the best way to honour the gods of Olympus.
On November 5, 2009, MNet Media Education Specialist Matthew Johnson participated in the Association of Canadian Studies’ conference Knowing Ourselves: The Challenge of Teaching History of Canadian Official Minority Language Communities, speaking on the topic Media, Diversity and Our History. What follows is an expanded version of his remarks.
The Super Bowl has long been seen as the “tent pole” of American consumer culture: an annual game that routinely pulls in viewers at a scale otherwise achieved only by one-off events like series finales and celebrity car chases. It actually drives sales of TVs: the Retail Advertising and Marketing Association reports that 2.5 million people plan to buy a new TV for the express purpose of watching the game, part of an overall $8.7 billion in Super Bowl-related consumer spending.