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.
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.
This is the third of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.
In this lesson, students learn how shapes are used in character design in comics and animation and look at how male and female characters are depicted in comic books. Using a Comic Book Analysis sheet, students will record the attributes of male and female comic book characters. As a class, students will record common patterns and discuss what messages about men and women are communicated. Students then design a comic book character that uses shapes to communicate what they think a real hero is.
The Facing Online Hate tutorial examines how the Internet is used to spread and incite hate – and how parents, community leaders and educators can respond. The first part of the tutorial provides an overview of hate and prejudice online and how it can radicalize young people and have a negative impact on both online and offline communities. The second part covers how teachers and parents can prepare young people to recognize online hate, to respond and to push back when they see it.
Bigotry, in its various forms, has been with us for a long time – at least since the Greeks coined the word “barbarian” to mean “anyone who isn’t us,” and likely longer – so it’s not surprising that racism, sexism and other prejudices have found a home on the Internet. MediaSmarts’ new report Young Canadians in a Wired World: Encountering Racist and Sexist Content Online looks at how often Canadian youth are exposed to prejudice, how it makes them feel and how they respond to it.
Ever since Cronus the Titan tried to swallow his son Zeus, parents have feared being supplanted by their children. (It didn't take.) But it's only in the last few generations, as the rate of technological progress has accelerated, that children have grown up in a world significantly different from the one their parents knew, and it's only very recently that parents have seen their surpass them while they were still in the single digits. Thanks to digital media, the world is changing so rapidly today – consider that five years ago there was no Twitter, ten years ago no Facebook and fifteen years ago no Google – that even those of us who spent our childhoods programming our parents' VCRs can feel left behind.
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.
This activity, adaptable across grades, is designed to help students look critically at the Halloween costumes marketed to them.