What Can I do About Privilege?
First of all, you can’t choose to give up privilege – privilege is by definition an unearned advantage and you cannot choose to not have it. Guilt and shame are not, however, productive ways to deal with this.
First of all, you can’t choose to give up privilege – privilege is by definition an unearned advantage and you cannot choose to not have it. Guilt and shame are not, however, productive ways to deal with this.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.
In this lesson, students consider the importance of the written and unwritten rules that make it possible to learn and play together, online and offline.
This is the second 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.The lesson begins with a review of stereotypes that are associated with men and women and their possible sources - including the role of the media. Students deconstruct a series of advertisements based on gender representation and answer questions about gender stereotyping about articles they have read.
Parents, you may be aware that Media Literacy Week is October 24-28 and Digital Citizen Day is October 26, but we should talk about digital media literacy all year round. We are raising kids who are going to be so much better at using media for (hopefully) good; for their education, careers, community giving and passions. It’s moving quickly and we are trying to keep up.
The Workshop facilitator guide has been developed to support facilitators who are presenting the Break the Fake, and includes background information about the workshop, advice on preparing and presenting the workshop, a supporting script, Frequently Asked Questions and handouts for participants.
In this lesson, students reflect on the ways in which digital media can cause stress. Through a series of role-playing exercises, they consider how social media can cause stress by making us compare the highlights of others' lives to the lowlights of our own, and practice strategies for coping with digital stress.
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]