The Concerns About Video Games
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]
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]
Level: Grades 9 to 10
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 1 to 1 ½ hours
This lesson is part of the My Voice is Louder Than Hate program. This program was possible with financial contributions from Public Safety Canada’s Community Resilience Fund.
This lesson series contains discussion topics and extension activities for teachers to integrate the TVOKids Original series Wacky Media Songs. This lesson focuses on how media are made, how different media and genres tell stories and communicate meaning, and the affordances and defaults of different networked media.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
The My Voice is Louder Than Hate teacher’s guide provides an expanded discussion of topics such as online hate, casual prejudice, dehumanization and digital citizenship and detailed instructions on how to present the My Voice is Louder Than Hate lessons in a way that will be emotionally safe for students.
What do we mean by propaganda?
Not all propaganda is bad! It can inspire positive emotions like love, pride and empathy. It can persuade us to do things like putting on seatbelts or brushing our teeth.
Hate propaganda is different: it tries to make us fear and distrust another group of people.
One of the barriers to youth pushing back against prejudice is not wanting to over-react, particularly if they feel their peers were just ‘joking around.’ Humour, however, can often be a cover for intentional bullying and prejudice. In this lesson, students analyze media representations of relational aggression, such as sarcasm and put-down humour, then consider the ways in which digital communication may make it harder to recognize irony or satire and easier to hurt someone’s feelings without knowing it. Students then consider how humour may be used to excuse prejudice and discuss ways of responding to it.
Level: Grade K to 3
About the author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 10-15 minutes per activity
This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.
Overview