
Villains, Heroes and Heroines
This lesson introduces students to the ways that heroes and villains are portrayed in media. It begins with a discussion of real and media heroes and how they are similar or different. Students then compare a number of hero/villain pairs from Disney films and identify how specific visual cues are used to identify characters as being villains. They then consider the impact of representing features of diverse groups, such as larger bodies or disabilities, as being signs of villainy. Finally, students create a prototype for a photo or video filter that will make someone look more villainous.

Digital Storytelling for Community Engagement
In groups, students will create a Digital Story which addresses a topic, theme or issue that is affecting them. All stages of production will be covered, including research, storyboarding their idea into a visual organizational layout, practicing capturing quality photographs and interviews, and finally weaving their Digital Story into a finished project using computer editing software.

Talking to kids about racial stereotypes
Racial stereotypes abound on television, and children's programming is no exception. The turban-wearing bad guy, the brainy Asian, and the Black basketball whiz are just a few of the stereotypes reinforced in children's cartoons, films and TV shows. Spotting these stereotypes is often difficult for children; to them, the tomahawk-wielding Indian or the Asian karate expert is a familiar, easily-understood and often funny character. So how do you help children understand these images for what they are – oversimplified, generalizations?

Miscast and Seldom Seen - Lesson
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.

Understanding the rating system for video games
It's important to know what the ratings mean on the video games your children play. The Entertainment Software Rating Board (ESRB) is an industry organization that has developed a rating system for computer, Internet and video games. Most games sold in North America are rated using this system.