This lesson introduces students to some of the myth-building techniques of television, by comparing real world (s)heroes with TV world (s)heroes and by looking at stereotypes in the world of TV (s)heroes.
In this lesson, students become aware of the idea of stereotyping and the role that stereotypes play in the stories and movies that they enjoy.
“Media Literacy for Development & Children’s Rights” was created by UNICEF Canada to help young people in grades 6 - 8 understand the role played by the media in influencing their attitudes and perceptions about developing nations and development issues. This module contains a series of lessons, exercises and background information to help familiarize students with the issues and challenges surrounding representation of other countries and cultures by the media. There are two activities in this lesson: Point of View: Children in the Media, and Censorship Case Studies: Who Decides What We See?
“Television Newscasts” helps students develop a critical awareness of how television news is shaped and manipulated and how they, as audience members may be affected by this.
In this lesson, students discuss television programming aimed at children and how girls and boys are portrayed in it. Students illustrate what they dislike about portrayals of girls or boys and then create their own TV character who will counter the illustrated negative portrayals.
These lessons are an adaptation of Grade 8 lessons from the Curriculum Healthy Relationships, by Men For Change, Halifax, Nova Scotia, a 53-activity, three-year curriculum designed for teens.
In this lesson, students learn how the media construct reality by studying the families portrayed on television, and comparing them to the real-life families they know: their own, and those of their peers.
This lesson familiarises students with stereotypes and helps them understand the role that stereotypes play in television’s portrayal of life.
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.