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.
This lesson begins with a brief history of citizen journalism and a discussion of just what it is.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
The intense media coverage that accompanies traumatic events, such as war, acts of terrorism and natural disasters, can be very disturbing. Certain young people are particularly vulnerable and some can be seriously distressed simply by watching replays of such events.
Parents, educators, health practitioners and others who work with kids can help to lessen anxieties arising from the coverage of catastrophic events.
November 21st marks World Television Day, as chosen by the United Nations in 1996. Naturally, my first reaction is to want to celebrate this day – I love television. TV has been a big part of our lives for a long time, but it has changed a lot since my children (and maybe even yours) were younger. It’s certainly changed since I was a kid.
It's important to pay close attention to what children see in the news because studies have shown that kids are more afraid of violence in news coverage than in any other media content. By creating a proper perspective and context for news and current events programs, we can help kids develop the critical thinking skills they need to understand news stories and the news industry.
Framed around key concepts of media literacy, the That’s Not Me tutorial examines how entertainment and news media represent diversity and the impact these media portrayals can have on the value we place on individuals and groups in society. The tutorial explores how the media industry is changing to better reflect Canadian society and provides strategies for challenging negative representations and engaging young people in advocating for more realistic and positive media portrayals.
In this lesson students consider the meaning of the words “bias” and “prejudice” and consider how bias may be found even at the level of individual words due to connotation.
In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.