Sports Personalities in Advertising
In this lesson students explore the relationship between athletes and advertising through a number of different activities.
In this lesson students explore the relationship between athletes and advertising through a number of different activities.
In this lesson, students consider the importance of the written and unwritten rules that make it possible to learn and play together, online and offline.
In this lesson students look at how elections are media events.
This is the second 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.The lesson begins with a review of stereotypes that are associated with men and women and their possible sources - including the role of the media. Students deconstruct a series of advertisements based on gender representation and answer questions about gender stereotyping about articles they have read.
The Workshop facilitator guide has been developed to support facilitators who are presenting the Break the Fake, and includes background information about the workshop, advice on preparing and presenting the workshop, a supporting script, Frequently Asked Questions and handouts for participants.
That’s why it’s important to talk to kids about casual prejudice which is the use of words or phrases that are negative towards a particular group - and help them learn how to push back in situations where they’re not sure if the person meant to be hurtful.
Here are some tips on how to help your kids respond to casual prejudice online:
As in other media, 2SLGBTQ+ people have gained a greater and more widely visible presence within the advertising world, with ad agencies courting the “Pink Dollar.” This is not surprising, considering that the 2SLGBTQ+ audience is estimated to be worth around $917 million in buying power.[1]
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]