

Don’t Drink and Drive: Assessing the Effectiveness of Anti-Drinking Campaigns - Lesson
In this lesson, students explore a variety of anti-drinking and alcohol awareness campaigns in order to determine their effectiveness. Students will deconstruct the different approaches that have been used by various organizations to reach teens and young adults and will debate those techniques that are most likely to resonate with youth. In a summative activity, groups of students create and implement an alcohol awareness campaign for students.

Kids, Alcohol and Advertising - Lesson 2: Young Drinkers
In this lesson, students learn why the alcohol industry needs replacement (new) drinkers and how it exploits the needs and desires of young people in order to foster brand loyalty.

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.

Talking to kids about media and body image
Children are exposed to many unrealistic images of both men’s and women’s bodies through media. TV shows, music videos, ads, movies, video games, and social networks can communicate ideas about what their bodies “should” look like. Techniques for manipulating images – from old-fashioned techniques like airbrushing to modern technologies like filters – even make it possible for media images to go beyond what’s possible in reality.

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.

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.