Miscast and Seldom Seen - Lesson
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
Level: Grade K to 3
About the author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 10-15 minutes per activity
This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.
Overview
We’re living in a strange and uncertain time. Already, as parents, we’re feeling our way to the right set of rules and guidelines for screens and social media. But now that we’re facing an extended time of quarantine and social distancing, the rules are bending and changing every day.
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.
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.
Time spent using devices is one of parents’ top concerns when it comes to their kids’ digital lives – and is the number one source of conflict between parents and children relating to technology use. It’s tempting for parents to act authoritatively and lay down the law on the number of hours their kids can spend on the computer, but in order to effectively address excessive use, there needs to be an active, voluntary commitment on the part of the young person to control their behaviour. Otherwise, kids will just find ways to work around their parents and be left to their own devices once they’re old enough to leave the house.
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.
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.
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.