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Who's Telling My Story?

In this lesson students learn about the history of blackface and other examples of majority-group actors playing minority-group characters such as White actors playing Asian and Aboriginal characters and non-disabled actors playing disabled characters.

Indigenous People, Diversity in Media, Movies, Persons with Disabilities, Privilege in the Media, 2SLGBTQ+ Representation, Religion, Stereotyping, Television, Visible Minorities

2SLGBTQ+ Representation in Other Media

2SLGBTQ+ people have been involved in producing their own media for as long as alternative media has existed, but with the advent of the electronic age and cheaper and more accessible electronic devices for production, there has been an explosion of 2SLGBTQ+-produced media of all kinds. The following section explores the ways that 2SLGBTQ+ people have sought to claim space for themselves within media and culture.

Blogging, Comics, Diversity in Media, 2SLGBTQ+ Representation, Stereotyping, Video Games

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

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

Representation of Diversity in Media – Overview

What we see – and don’t see – in media affects how we view reality. Media works can be imagined either as mirrors that reflect an audience’s own experience, windows that give them access to experiences they otherwise wouldn’t have known, or in some cases both.

Diversity in Media, Stereotyping, Visible Minorities

Racial and Cultural Diversity in News Media

Objectivity and accuracy are among the most important journalistic values. Consistently, however, Canadian news media has under-represented and stereotyped racialized groups.

Diversity in Media, Journalism & News, Stereotyping, Visible Minorities

That’s Not Me: Addressing diversity in media

Teachers who include media literacy in their classrooms often face issues that don’t arise in other subjects. Nothing illustrates this better than the issue of diversity in media. It’s not unreasonable for teachers to see the topic as a can of worms and be concerned about offending students and their parents – not to mention worrying about what the students themselves might say. At the same time, it’s a topic that is simply too important to be ignored: what we see in media hugely influences how we see others, ourselves and the world. As a result, an ability to analyze media depictions of diversity is not only a key element of being media literate, it’s essential to understanding many of the social issues and concerns that we face as citizens. That’s why Media Awareness Network has developed That’s Not Me – a new online tutorial for professional development to help educators and community leaders approach this issue through key concepts of media literacy.

Indigenous People, Diversity in Media, Parents, Persons with Disabilities, 2SLGBTQ+ Representation, Religion, Stereotyping, Television, Visible Minorities

The Concerns About Video Games

The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]

Gender Representation, Stereotyping, Video Games, Violence, Visible Minorities

Racial and Cultural Diversity in Entertainment Media

In much the same way that racialized groups are under- or misrepresented in news media, they are also not accurately portrayed in entertainment media, which tends to reinforce themes that are conveyed in the news. Although positive change is occurring, it is important that media content more accurately and fairly reflect the reality of Canadian multiculturalism.

Diversity in Media, Movies, Stereotyping, Television, Visible Minorities

Racial and Cultural Diversity and Canadian Broadcasting Policy

Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.

Diversity in Media, Stereotyping, Television, Visible Minorities

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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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