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 looks at the increasing prominence of gambling in the media, particularly movies and television.
In this lesson, children begin to think about basic concepts such as how audiences interpret meaning, and the constructed world of television and film.
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.
It’s hard to think of a recent digital technology issue that’s captured the public imagination more than sexting. This may be because it combines elements of the classic moral panic with more modern “technopanic,” provoking worries not just about the morality of our children – and, in particular, young girls – but also about the possible effects of technology on how we grow, think and behave. As with most panics, of course, the issue is substantially more complicated and less sensational than we perceive it to be, and while it’s unlikely that our worries about sexting will ever seem in retrospect to be as absurd as our grandparents’ fears about crime comics, MediaSmarts’ new data shows that many of our beliefs and assumptions on the subject need closer examination.
This lesson series contains discussion topics and extension activities for teachers to integrate the TVOKids Original series Wacky Media Songs. This lesson focuses on enabling students to make media and use existing content for their own purposes.
Yesterday’s post was about our resolution to watch more films this year. This post is a bit about the sources of those films and the issue of illegal downloads.
Halloween is perhaps the most contradictory of the major holidays. Though born in Ireland and other Celtic regions, today it is almost exclusively observed in the form that developed in North America; though closely associated with the imagination, it has been thoroughly commercialized, becoming an opportunity for children to buy costumes and then acquire candy (today it is the second largest commercial holiday in the US, after Christmas); and finally, though it is the holiday most closely associated with children, it is also one that has, traditionally, been all about fear.
There’s a long-standing relationship between sex and the Internet. As far as back the 1980s, Usenet and local bulletin board systems were used to share pornographic text files and crude (in both senses) graphics, and people have been using digital media to form and carry out online relationships at least as long. However, just as estimates of how much online traffic and content is made up of sexual material tend to be exaggerated[1], our new report – Sexuality and Romantic Relationships in the Digital Age – from MediaSmarts’ Young Canadians in a Wired World survey of 5,436 students, shows that for Canadian youth, sexuality and romantic relationships play a fairly small part of their online lives.
Screen time is a common topic for parents to try and manage today. Are we allowing too much? How do we make it safe? We will ask our friends and fellow parents for their thoughts or advice or learn tips from resources (like MediaSmarts!) to help us navigate this new aspect of parenting. When I was my kids’ age, we were just loading Netscape 2.0 onto our computers, and we’d check our ICQ messages before putting in a VHS to watch a movie or playing some Super Mario RPG. The online world is so different now.