First Person
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
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.
This is the third of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.
In this lesson, students learn how shapes are used in character design in comics and animation and look at how male and female characters are depicted in comic books. Using a Comic Book Analysis sheet, students will record the attributes of male and female comic book characters. As a class, students will record common patterns and discuss what messages about men and women are communicated. Students then design a comic book character that uses shapes to communicate what they think a real hero is.
Ever since Cronus the Titan tried to swallow his son Zeus, parents have feared being supplanted by their children. (It didn't take.) But it's only in the last few generations, as the rate of technological progress has accelerated, that children have grown up in a world significantly different from the one their parents knew, and it's only very recently that parents have seen their surpass them while they were still in the single digits. Thanks to digital media, the world is changing so rapidly today – consider that five years ago there was no Twitter, ten years ago no Facebook and fifteen years ago no Google – that even those of us who spent our childhoods programming our parents' VCRs can feel left behind.
For more than a decade, MediaSmarts has been a leader in defining digital literacy in Canada. This is reflected in the elementary digital literacy framework we launched in 2015. The Use, Understand & Create framework is based on a holistic approach which recognizes that the different skills that make up digital literacy cannot be fully separated.
TV, music and movies have been a central part of young people’s lives for generations, and the Internet has only intensified that by delivering all of those directly to our homes – legally and illegally.
Whether it’s to prepare for the future job market or just to manage the lives they already lead online, young Canadians need to be digitally literate. But what exactly is digital literacy, and how can we ensure that all Canadian youth are learning the digital skills they need?
Despite their enthusiastic participation in social media, it’s a mistake to think that young people don’t care about privacy. MediaSmarts’ 2014 study Young Canadians in a Wired World, which surveyed over 5,000 students across Canada on their experiences with and attitudes towards digital media, found that they do have very strong feelings about their privacy, and take significant steps to control it.