Violence in Sports
In this lesson, students explore the gratuitous use of violence in sports.
In this lesson, students explore the gratuitous use of violence in sports.
Persons with disabilities might best be described, in the media at least, as an invisible minority: though a large segment of the population has a physical or mental disability they have been almost entirely absent from the mass media until recent years. Moreover, when persons with disabilities appear they almost always do so in stereotyped roles.
Part of stereotyping is the attitude that all members of a particular group are the same, or else fall into a very small number of types. This is particularly true in the few cases where persons with a disability appear in media
In this lesson, students become aware of the types and amounts of violence in children's programming, and how media violence influences young viewers.
This lesson helps children become aware of the types of violence that appear in the media, the frequency with which these acts occur, and how they respond to these acts. It begins with a guided discussion about the different types of violence and then, how violence is portrayed in the media. Using worksheets, students then survey the shows they enjoy for acts of violence and then, as a class, compile and discuss their findings.
In this lesson, students learn about the ways in which news coverage of an event or issue can be biased, focusing on the aspects of the medium and industry that can lead to bias. They read an article that examines the coverage of mental illness in the news and then participate in an interactive activity that lets them compose their own article. Finally, students find and analyze a recent news story on a mental health topic and write a letter either praising or critiquing it.
Students begin by viewing a slideshow that explores common stereotypes of mental illness and mental illness treatment in media. They read a prepared analysis of the portrayal of mental illness in a TV show popular with teens, then in a small group analyze another text of their choice. Finally, students create an annotated version of a scene or excerpt from a text in which they analyze and evaluate its portrayal of mental illness.
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]