Co-Co’s AdverSmarts: An Interactive Unit on Food Marketing on the Web is an educational game for young children. The purpose of the game is to teach five- to eight-year-olds how to recognize commercial websites that target kids through highly engaging and interactive Web environments.
In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
There has been a lot of discussion in the past couple years among scientists, the public health community and the media about the impact of smoking and tobacco images in movies.
Students are introduced to the idea of “privilege” in relation to diversity and how it applies to media. They then look at a checklist of media related privileges to help them understand the concept.
Media and communications technology play an important role in a student’s health and physical education, for better or for worse. The new Ontario Health and Physical Education curriculum provides a spring board to start discussions related to health and media literacy.
From the tablet to the TV screen, media are a huge influence on how we see ourselves and our world. Nowhere, perhaps, is that more true than when it comes to gender: media provide many of our ideas of what “male” and “female” are, and many of our models of how to behave, what to avoid doing, and whom to emulate in order to play the role we’ve been assigned.
Talk Back! How to Take Action on Media Issues gives you the tools to talk back to media companies.
In this lesson, students are introduced to concepts of gender identity and gender expression and learn about common portrayals of trans people in movies and TV shows.
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational game online that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch. Students then look at examples of real commercial environments and watch for “weasel words” used by advertisers.