The Girl in the Mirror - Lesson
In this lesson, students look at how gender stereotyping may discourage young women from becoming involved in politics.
In this lesson, students look at how gender stereotyping may discourage young women from becoming involved in politics.
The new Ontario Health and Physical Education curriculum released this year by the Ontario Ministry of Education is the first major revision to the subject area in almost 30 years.
Students are introduced to the idea of “privilege” in relation to diversity and how it applies to media. They then look at a checklist of media related privileges to help them understand the concept.
Co-Co’s AdverSmarts: An Interactive Unit on Food Marketing on the Web is an educational game for young children. The purpose of the game is to teach five- to eight-year-olds how to recognize commercial websites that target kids through highly engaging and interactive Web environments.
From the tablet to the TV screen, media are a huge influence on how we see ourselves and our world. Nowhere, perhaps, is that more true than when it comes to gender: media provide many of our ideas of what “male” and “female” are, and many of our models of how to behave, what to avoid doing, and whom to emulate in order to play the role we’ve been assigned.
Talk Back! How to Take Action on Media Issues gives you the tools to talk back to media companies.
In this lesson, students are introduced to concepts of gender identity and gender expression and learn about common portrayals of trans people in movies and TV shows.
In this lesson, students become aware of the idea of stereotyping and the role that stereotypes play in the stories and movies that they enjoy.
Two important ideas relating to teens are the imaginary audience and the personal fable. The imaginary audience makes them overestimate how much attention other people are paying to them. This makes them more self-conscious and leads them to think of privacy primarily in terms of impression management – trying to control how others see them. The personal fable makes teens see themselves as the main character of a story and, as a result, leads many to believe that bad things will simply not happen to them.
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;