Diversity and Media Ownership
In this lesson students are introduced to the media literacy key concepts that “media are created to re-present reality” and “media are influenced by commercial considerations.”
In this lesson students are introduced to the media literacy key concepts that “media are created to re-present reality” and “media are influenced by commercial considerations.”
In this lesson students are introduced to the key media literacy concept that media are constructions that re-present reality and consider how representations of crime in news and entertainment media may influence how we perceive members of particular groups.
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.
This lesson begins with a brief history of citizen journalism and a discussion of just what it is.
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.
It’s that time of year again when parents (and kids) are either counting down the days until school begins, or feeling a sense of overwhelming worry that the summer hasn’t lasted long enough. Admittedly, I’m in the latter category. However, our family has begun to prepare for the new school year.
We don’t always hear the clock ticking when we’re online, and young people are no exception. Between doing research for homework, talking with friends, updating social media and playing games, it’s easy to see how kids and teens might lose track of time.
In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.