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Representing Ourselves Online

In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.

Body Image, Digital Health, Internet & Mobile, Video Games

Ontario Health Curriculum: Media and Digital Literacy Connections for K-12

The new Ontario Health and Physical Education curriculum released this year by the Ontario Ministry of Education is the first major revision to the subject area in almost 30 years.

Body Image, Cyberbullying, Digital Health, Diversity in Media, Excessive Internet Use, Food Marketing, Gender Representation, Internet & Mobile, Marketing & Consumerism, Online Ethics, Professional Development, Resources, Social Networking, Video Games

Impact of Media on Body Image

Though they are by no means the only factor, media representations of weight and body shape are a major element in body image concerns. Media of all kinds frequently promote weight stigma, most often representing weight as an individual responsibility.[1] Time spent on social media and watching television[2] and exposure to manipulated photos on social media[3] have all been linked to negative body image or increased concern with appearance.

Body Image, Gender Representation

Body Image – Traditional Media

Traditional media like film, print and music still have a significant impact on young people’s body image. Research has found that even news coverage can promote weight bias by how it portrays people in larger bodies, both in photographs and in how it frames weight and health.

Body Image, Gender Representation

Body image – Digital media

Digital media such as social networks and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they’re likely to be doing it through the internet. As well, nearly all the media they consume, from TV shows to toys, have web pages, virtual worlds, video games or other digital spinoffs associated with them.

Body Image, Gender Representation, Internet & Mobile, Social Networking, Video Games

Body image and social media: Escaping the comparison trap

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.

Body Image, Internet & Mobile, Social Networking

Gender Stereotypes and Body Image - Lesson

These lessons are an adaptation of Grade 8 lessons from the Curriculum Healthy Relationships, by Men For Change, Halifax, Nova Scotia, a 53-activity, three-year curriculum designed for teens.

Body Image, Gender Representation, Stereotyping

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