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Interview with Larry Gonick, author of The Cartoon History of the Modern World, Volume II

Larry Gonick is a pioneer of non-fiction cartooning; starting with Blood From A Stone: A Cartoon Guide to Tax Reform in 1971, he has made a career out of explaining complicated topics in comic format. In 1978 he published the first issue of The Cartoon History of the Universe as a comic book, starting with the Big Bang and ending with the evolution of humanity. Issues of that series were collected first in 1982 and again in 1990; later two sequels appeared, The Cartoon History of the Universe II and III, and in 2007 the series continued as The Cartoon History of the Modern World. With the second volume of that series, published this fall, Gonick brings his history up to late 2008. Throughout the series Gonick has consistently made history entertaining and approachable as well as accurate (each volume ends with an annotated bibliography) and has shed light on the history of often-neglected parts of the world such as China, India and pre-Columbian America. Among his other works are The Cartoon History of the United States and the Cartoon Guide series, which provide grounding in topics ranging from physics to communication theory to sex; his works have been among the most influential in bringing comics into the classroom.

Comics, Media Production, Professional Development, Resources

Pop Quiz

People who make their living producing images, such as photographers, stylists, publicists, directors and pop idols, learn how to use those signs to convey the impression they want to make. Although teen girls who are trying to send a signal to their circle of friends and pop music producers who are trying to send a signal to an audience of millions are working on different scales, the principle is very much the same. Depending on your audience, you need to tailor the signals you send out very carefully. Even your age can have a certain amount of wiggle room when dressed in the right signs.

Body Image, Marketing & Consumerism, Media Production, Music, Resources

Connected to Learn: Teachers' Experiences with Networked Technologies in the Classroom

For more than twenty-five years, Canadian teachers have been at the forefront of getting students online and preparing them to use the Internet in safe, wise and responsible ways. Thanks to the SchoolNet program in the 1990s, many young Canadians had their first experiences with networked technologies in their classrooms and school libraries. However, MediaSmarts' recent Young Canadians in a Wired World, Phase III study shows that even now, our so-called "digital natives" still need guidance from their teachers.

Authenticating Information, Digital Citizenship, Internet & Mobile, Media Production, Professional Development, Resources, Social Networking

Lights, Camera, Action! Making Media in the Classroom, Made Easy

Matthew Johnson

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.

Comics, Digital Citizenship, Internet & Mobile, Media Literacy 101, Media Production, Movies, Professional Development, Resources, Video Games

Good Role Models Onscreen

Lynn JataniaRecently our youngest, who is 14, decided she wanted to watch Keeping Up with The Kardashians. 

 

 

 

 

Body Image, Marketing & Consumerism, Parents, Television

Media Safety Tips: Tweens (10-13 years old)

Media risks

The risks that kids encounter in media fall into four categories:

Content risks, where kids are exposed to or engage with harmful content such as violence, hate, or sexualized media; 

Conduct risks that come from what kids do or how they interact with other users; 

Consumer risks related to money, advertising, and data collection; 

Authenticating Information, Body Image, Digital Citizenship, Digital Health, Marketing & Consumerism, Online Hate, Pornography, Privacy, Stereotyping

Body image – Digital media

Digital media such as social networks and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they’re likely to be doing it through the internet. As well, nearly all the media they consume, from TV shows to toys, have web pages, virtual worlds, video games or other digital spinoffs associated with them.

Body Image, Gender Representation, Internet & Mobile, Social Networking, Video Games

Filters, social media, our kids and ourselves

A few years ago, I mostly stopped using filters on my Instagram photos and stories. I had been using ones that weren’t intentionally changing the way I looked - or at least, I wasn’t trying too hard for that. I was selecting ones that bettered my lighting or made me look less tired.

Body Image, Parents, Social Networking

Teaching the Net Generation: Teachers' Perspectives in Young Canadians in a Wired World

In the early months of 2011, the eyes of the world were on the Middle East, watching as the governments of Egypt, Tunisia and other autocratic regimes buckled under the pressure of democratic protest. Among those watching were a group of elementary students in northern Canada, who were able to watch a live Twitter feed of the protestors and other citizens of the region reporting what was happening. Despite their geographical isolation, these students were connected to events happening halfway around the world, thanks to the efforts of their teacher to bring digital media into the classroom.

Internet & Mobile, Professional Development, Resources

Press Play

On Saturday, September 26, 2009, the US network Nickelodeon did something unusual: it switched itself off. This was in observance of the "Worldwide Day of Play," an event Nickelodeon inaugurated in 2004. The network -- along with its sister channels Noggin, the N, and Nicktoons, and their associated Web sites -- went dark for three hours to encourage its young viewers to "ride a bike, do a dance, kick a ball, skate a board, jump a rope, swing a swing, climb a wall, run a race, do ANYTHING that gets you up and playing!"

Events, Internet & Mobile, Marketing & Consumerism, Parents, Professional Development, Television

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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