

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.

Making Your Voice Heard: A Media Toolkit for Youth
Making Your Voice Heard: A Media Toolkit for Youth is designed to help young people understand how the news industry works, why youth stereotyping happens and how they can access media to get positive youth voices and stories heard.

Healthy Food Web
In this lesson, students consider the role of snack foods in a healthy diet. The teacher then guides them on a tour of popular sites aimed at children, where the class identifies and classifies the advertising encountered there and looks at how the food products being advertised fit – or don’t fit – in the food groups found in the Canada Food Guide. Students then play the game Co-Co’s AdverSmarts to understand some of the techniques used by online food marketers and then create their own mock website promoting a healthy diet.

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.

Adversmarts: Understanding Food Advertising Online
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational game online that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch. Students then look at examples of real commercial environments and watch for “weasel words” used by advertisers.

Adversmarts: Introduction to Food Advertising Online
In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.

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.