Violence on Film: The Ratings Game - Lesson
To introduce students to the rating systems for films, videos and television and to the issues that surround these classifications.
To introduce students to the rating systems for films, videos and television and to the issues that surround these classifications.
For nearly thirty years, Canadian teachers have been at the forefront of getting students online and preparing them to use networked technologies safely, productively and responsibly. Many young Canadians have their first experiences with the internet in their classrooms and school libraries. Over the past decade, though, while digital tools have come to provide new opportunities for creating and distributing digital content, MediaSmarts’ research shows that most Canadian teachers aren’t making media in the classroom.
In this lesson students learn about the systems used to classify films, TV programs and video games. Students are asked to take a critical look at the criteria applied to classify these media products, and then take into account and discuss the underlying social and political aspects arising from those systems.
This lesson develops a beginning awareness by students of how they feel towards, and respond to, different sports, and how the media represents athletics.
In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.
To make students aware of the ways in which male violence is used and promoted in advertising.
In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.
In this lesson, students read an interactive online comic that teaches them key concepts and skills relating to three cybersecurity topics: malware, passwords and privacy from geotracking devices. Following this, students research their own cybersecurity topics and learn how non-fiction comics are made in order to create their own Secure Comic.
Questions about media violence have populated the headlines for almost as long as mass media has existed. Every few years, there’s a new line up of suspects: music, social media platforms, video games, television shows and movies.