Wacky Media Songs: Media Representation
Level: Grade K to 3
About the author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 10-15 minutes per activity
This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.
Overview
Put Your Best Face Forward
In this lesson, students start by discussing the phenomenon of “selfies” and serve as experts in advising the teacher on the standards by which the “best” selfies are judged. They then discuss a number of statements taken from interviews with youth that highlight issues of self-representation, body image and gender standards, and learn about “photoshopping” images. Finally, students apply what they have learned by modifying an image that is at least 50 years old to meet “selfie” standards.
The Impact of Gender Stereotypes - Lesson
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.
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.
How Young Canadians Get Their Online Media
TV, music and movies have been a central part of young people’s lives for generations, and the Internet has only intensified that by delivering all of those directly to our homes – legally and illegally.
Privacy and Bullying
Despite their enthusiastic participation in social media, it’s a mistake to think that young people don’t care about privacy. MediaSmarts’ 2014 study Young Canadians in a Wired World, which surveyed over 5,000 students across Canada on their experiences with and attitudes towards digital media, found that they do have very strong feelings about their privacy, and take significant steps to control it.
Avatars and body image
In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.