In this lesson, students investigate the importance of branding and messaging, especially as they relate to parity products such as beer and alcohol.
In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens.
In this lesson, students explore the ways in which companies use sporting events and athletes to sell products and influence consumers – especially young people.
In this lesson, students look at the different groups in our society that deliver messages to the public about drinking and consider the influence of each of these groups on the attitudes and perceptions of young people.
In this lesson, students learn why the alcohol industry needs replacement (new) drinkers and how it exploits the needs and desires of young people in order to foster brand loyalty.
In this lesson, students think critically about culturally inherited gender stereotypes, and explore how stereotypes about men nd women are promoted and reinforced through the images and messages in alcohol ads.
In this unit, students explore positive messages about drinking that are promoted and reinforced in ads for alcohol.
Understanding Brands is the third in this series and is intended as a stepping stone to Lesson 4, Interpreting Media Messages. In this lesson, students learn about the importance of branding for developing customer loyalty and recognition of products.
In this lesson, students explore a variety of anti-drinking and alcohol awareness campaigns in order to determine their effectiveness. Students will deconstruct the different approaches that have been used by various organizations to reach teens and young adults and will debate those techniques that are most likely to resonate with youth. In a summative activity, groups of students create and implement an alcohol awareness campaign for students.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.