Media and Girls
They have ads of how you should dress and what you should look like and this and that, and then they say, 'but respect people for what they choose to be like.' Okay, so which do we do first?"
Kelsey, 16, quoted in Girl Talk
They have ads of how you should dress and what you should look like and this and that, and then they say, 'but respect people for what they choose to be like.' Okay, so which do we do first?"
Kelsey, 16, quoted in Girl Talk
Since the 1960s, feminists have argued that "it matters who makes it." When it comes to the mass media, "who makes it" continues to be men.
In this lesson, students consider the ways in which social media may prompt them to compare themselves with others, and the impacts that can have on body image and self-esteem. They analyze how the features, algorithms and culture of the social networks they use may affect them and will produce “paper prototypes” of redesigned social media apps that promote more healthful use. Finally, students reflect on how they can change how they use the existing apps to be more like their redesigned versions.
Rating systems can be helpful when trying to choose appropriate movies, but with many different systems in use in Canada, they can also be very confusing. To help make sense of the differences, here's an overview of all the systems currently in use.
Minimize screen use, especially for the youngest children:
Although many concerns remain about how gender represented in media, there are signs that things are changing. Roles for women on television, in particular, have become much more varied and complex in the last decade, ranging from the conflicted Star Wars hero Ahsoka to Marvel characters such as Echo and Ms. Marvel to more realistic characters like Never Have I Ever’s Devi, while a growing number of movies and TV shows are questioning narrow definitions of masculinity.
In this lesson students learn the ways that the apps they use are designed to encourage them to share more information—both with other users and with the apps themselves. They are then introduced to the idea of persuasive design or “dark patterns” and investigate whether these are used to make it more difficult to opt out of data collection on popular apps. Finally, the class creates a “rogues’ gallery” to help them identify dark patterns when they encounter them.
Think you know how to read and understand privacy policies and terms of use? Learn how to make sense of legal documents for websites and apps with this interactive game.