
The Constructed World of Media Families
In this lesson, students identify the differences between TV families and real families by analyzing the conventions used by TV shows; and by comparing the problems and actions of television families to real world families.

Help! Someone shared a photo of me without my consent! – Tip Sheet
- You can start by asking the person who shared it to take it down or stop sharing it. Kids report that this works more often than not!
- Ask the service or platform where it was shared to take it down. If you’re under 18, they may be required by law to take it down, and most also have a policy of taking down any photos that were shared without the subject’s permission.

Media Kids
In this lesson, students deconstruct gender portrayal and depictions of boys and girls in the media. They begin by looking at the appearance and mannerisms of boys and girls in TV, movies, ads and comic books and identify any stereotypes that are used. In a series of group activities, students explore gender stereotypes and representation in greater depth, as well as compare these representations to their own life experiences.
Gender Messages in Alcohol Advertising
In this lesson, students think critically about culturally inherited gender stereotypes, and explore how stereotypes about men and women are promoted and reinforced through the images and messages in alcohol ads. In the first half of the lesson, students discuss the nature of gender stereotypes, common male and female stereotypes, and where these stereotypes come from. Students also explore why adolescents are a particularly vulnerable group when it comes to stereotypes about gender and gender relationships. In the second half, students view and discuss alcohol ads that integrate gender stereotypes into messaging about drinking.
Avatars and body image
In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.