The Anatomy of Cool - Lesson
This lesson helps students become more aware of the media's role in determining what, and who, are perceived as being cool.
This lesson helps students become more aware of the media's role in determining what, and who, are perceived as being cool.
This lesson lets students take a good look at our society's pressures to conform to standards of beauty - particularly to be thin - and the related prejudice against being "overweight".
Body image concerns have been documented in children as young as three,[2] but it’s adolescents who appear to be most at risk for developing unhealthy attitudes towards their bodies based on this perception.
Images of men and women in the media are often based on stereotypical roles of males and females in our society. Because stereotyping can affect how children feel about themselves and how they relate to others, it's important that they learn to recognize and understand gender stereotypes in different media.
In ancient times the Olympics were a time when all nations – all Greek nations, anyway – would put away their differences and compete in almost every human activity, from poetry to the ferocious no-rules wrestling event called pankration. Being the very best that humans could be was seen as the best way to honour the gods of Olympus. Though we’ve dropped the poetry and the blood sports, people watching the swimming or volleyball events might wonder if we're on the way to bringing back the ancient tradition of competing in the nude. Revealing outfits – like those designed by Lululemon for the Canadian beach volleyball team – may be practical for those events, but they also shine a light on how dressing for sports can make us feel about ourselves. After all, it's hard to feel good about your own body when you've just spent an hour watching the most perfect physiques in the world nearly naked.
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.
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.
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.
To make students aware of the ways in which male violence is used and promoted in advertising.
Recently our youngest, who is 14, decided she wanted to watch Keeping Up with The Kardashians.