Marketing to Teens: Marketing Tactics - Lesson
This activity helps teenagers develop an awareness of marketing tactics aimed at teens through the creation of their own mock advertising campaigns.
This activity helps teenagers develop an awareness of marketing tactics aimed at teens through the creation of their own mock advertising campaigns.
The purpose of the lesson is to facilitate and develop youth art as a form of community engagement and give students the opportunity to explore their experiences with privacy and equality in networked spaces. Students will be presented with several scenarios related to experiences of privacy and (in)equality in networked spaces and how young people have used art to advocate for change. Students will be asked to develop an art project (mural, collage, recorded performances, face/body art, etc.) that they believe best reflects the issues that are important to them. Since the expertise and support to implement an art project vary from classroom to classroom, there are three options for completing this lesson: (i) students design and create their art projects; (ii) students develop a plan to produce an art project without actually creating it; and (iii) students are mentored by professional artists who help them design and implement their art projects.
In this lesson, students consider the ways in which our own biases can prevent us from being objective. They then learn ways to recognize and account for our biases and practice these by playing an interactive online game. Finally, students learn about how public service campaigns can change social norms and create their own PSA to promote ethical sharing of online information.
In this activity, students :
In this lesson, students learn about the “sneaky excuses” that can convince us to do things that we know are wrong. After learning about the different types of these excuses, students watch and discuss a series of videos in which the excuses are used to justify forwarding sexts without the original sender’s consent. Finally, students create their own videos in which the excuses used to justify sharing sexts with other people are illustrated and most importantly, countered.
In this lesson, students examine two websites about unlikely animals and learn how to effectively evaluate online sources. They then create a fake website that demonstrates the misleading signals that are often mistakenly taken as signs of reliability.
Youth are often reluctant to “call out” their friends or peers who say or do prejudiced things online because they’re afraid that others might get mad at them or because they’re not sure if the person intended to be prejudiced. Putting someone on the spot for something they’ve said or done is more likely to make them feel guilty or angry and not likely to change their mind around the impact of their actions, and it can also make the situation about the person who’s “calling out” instead of what the other person said or did.
This lesson introduces students to the idea of “calling in” – reaching out to someone privately with the assumption that they didn’t mean to do any harm – and explores how this idea can be applied both to casual prejudice online and when responding to stereotyping and other negative representations in media. Finally, students explore the different benefits of “calling out” and “calling in”, and consider when the two strategies would be most appropriate.
In this lesson, students learn about the history of film editing and how shot composition, juxtaposition of images and the use of rhythm and repetition in film editing can affect the emotional impact of a film. Students begin by watching a video on the basics of film editing and answering questions to aid their comprehension. They then view and analyze a slideshow demonstrating basic ways in which the "building blocks" of film editing can affect a film's emotional impact, and discuss how this can affect a film's rating. Finally, students create their own film and/or storyboard, using the editing techniques they've learned to produce different emotional effects with the same collection of shots.
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.