Facing TV Violence: Consequences and Media Violence
In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.
In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.
In this lesson, students learn about the concept of "time capsules" and then apply the idea by selecting time capsule contents to represent both the time they live in and their own lives and tastes. They then extend this idea to online content, making a "time capsule" of any online content connected to them. Younger students finish the lesson by creating a group Internet time capsule, while older students finish by considering what online content they might like to remove or keep out of their "time capsules."
To make students aware of the ways in which male violence is used and promoted in advertising.
A new smartphone is a big responsibility for kids, who have a lot to learn about using them safely, especially when it comes to protecting their privacy.
The Office of the Privacy Commissioner of Canada has created a graphic novel, Social Smarts: Nothing Personal! to help young Canadians to better understand and navigate privacy issues in the online world.
In this lesson, students explore the concepts relating to data collection that are introduced in the educational game Data Defenders. The lesson will underscore for students the idea that their data is valuable and worthy of careful management by analyzing the platforms, applications and websites they use through the lens of the five privacy tools (which address the five principal ways data is collected online) introduced in Data Defenders. Finally, students consider how to apply these tools to their own online activities.
Internationally, a wide range of legislation has been developed in order to manage and protect individual’s personal information. Canada’s public and private sector are governed separately in terms of privacy protection.
Questions about media violence have populated the headlines for almost as long as mass media has existed. Every few years, there’s a new line up of suspects: music, social media platforms, video games, television shows and movies.
It is difficult to set down in a definitive way what effect media violence has on consumers and young people. There are a number of reasons for this, but the main issue is that terms like “violence” and “aggression” are not easily defined or categorized. To a child, almost any kind of conflict, such as the heated arguments of some talk-radio shows or primetime news pundits, can sound as aggressive as two cartoon characters dropping anvils on one another.
While parents may find certain representations of violence wholly appropriate for young people, there is a wide continuum of content that exists online and in the media. Anything from a cartoon cat having an anvil comically dropped on his head to video images of real life injuries and deaths can be accessed online by children and youth.
Representations of violence are not new. In fact, violence has been a key part of media since the birth of literature: Ancient Greek poetry and drama frequently portrayed murder, suicide and self-mutilation, many of Shakespeare’s plays revel in violence, torture, maiming, rape, revenge and psychological terror and some of the most popular books of the 19th century were “penny dreadfuls” that delivered blood, gore and other shocks to the lowest common denominator.