This lesson plan explores the relationship between technology and the law by examining how the criminal law responds to technologically facilitated violence (TFV). Not only will it enhance students’ understanding of the legal meaning of key terms such as “violence”, it will also engage them in dialogue about the surrounding social and legal issues and the ways in which new and emerging technologies are affecting the relationship between the law and technology. Through the exploration of Canadian case studies, and subsequent discussion, students will develop their knowledge on legal implications of various forms of TFV such as harassing communications, criminal harassment, unauthorized use of computer systems, non-consensual disclosure of intimate images (sometimes referred to as “revenge porn”), and hate propaganda. Students will use materials from The eQuality Project’s “Technology-Facilitated Violence: Criminal Case Law” database to research recent Canadian case law involving TFV, better understand the concept of “violence” and the wide range of acts that fall within TFV, as well as the available criminal legal resources and potential outcomes for those affected.
In this lesson students learn about the systems used to classify films, TV programs and video games. Students are asked to take a critical look at the criteria applied to classify these media products, and then take into account and discuss the underlying social and political aspects arising from those systems.
This week, the Students whom I work with at Golf Road Junior Public School had an amazing opportunity directly related to our work together in studying Media Literacy, specific to Television and Film Media. After being approached by Media Smarts, I was connected with the CBC who wanted to engage with and film a class focused on Students’ perceptions and opinions on Violence within popular films.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
The new movie Zero Dark Thirty, which tells the story of the tracking and eventual killing of Osama Bin Laden, has received several Oscar nominations (including Best Picture), but it’s attracting another kind of attention as well: several writers, including Jane Meyer at The New Yorker and Peter Maass at The Atlantic, have accused it of condoning or even glorifying the use of torture by US intelligence agencies.
Whether it’s Darth Vader, the Daleks in Doctor Who or the winged monkeys in The Wizard of Oz, most of us remember seeing something on screen that we could only watch from behind a couch or under one of our parents’ coats: in fact, 90 per cent of adults report an enduring memory of having been traumatized as a child by something they saw on television or in a movie. What we may not remember, however, is how serious and persistent the effects of these frightening moments and images can be. As we guide our children through their media experiences, it’s important to realize that what they see can lead to problems like vivid nightmares, fear of the dark, having trouble sleeping and refusing to sleep alone.
While parents may find certain representations of violence wholly appropriate for young people, there is a wide continuum of content that exists online and in the media. Anything from a cartoon cat having an anvil comically dropped on his head to video images of real life injuries and deaths can be accessed online by children and youth.