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Break the Fake: Spotting hate propaganda

What do we mean by propaganda?

  • Propaganda tries to get you to believe in an idea or to feel a certain way.
  • Propaganda convinces you by provoking your emotions instead of making a logical argument.

Not all propaganda is bad! It can inspire positive emotions like love, pride and empathy. It can persuade us to do things like putting on seatbelts or brushing our teeth.

Hate propaganda is different: it tries to make us fear and distrust another group of people.

Authenticating Information, Internet & Mobile, Online Hate

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

Impact of Online Hate

Online hate can have an impact in three interconnected ways:

  • the harm done to its targets, either from personal harassment or from online spaces being experienced as hostile;
  • the risk that those who encounter it may be radicalized by it, becoming more sympathetic and possibly even active; and
  • the effect that it has on the values and culture of the online spaces in which it happens.

Internet & Mobile, Online Hate

Responses and Solutions in the Classroom

There are two main strategies for addressing online hate and cultures of hatred in the classroom: teaching youth to recognize and deconstruct it, and empowering them to intervene by answering back to it.

Authenticating Information, Internet & Mobile, Online Hate

Printable activities for younger children

These printable activity sheets introduce basic media literacy skills and concepts and are suitable for use in homes, schools and libraries. They can be completed independently, but children will learn more if you discuss the activities with them. Younger children may need help reading the instructions and completing some activities.

Authenticating Information, Cyber Security, Gender Representation, Internet & Mobile, Marketing & Consumerism, Online Hate, Social Networking, Stereotyping

Deconstructing Online Hate

The internet has become a prime means of communication worldwide and this unprecedented global reach – combined with the difficulty in tracking communications – makes it an ideal tool for extremists to repackage old hatred, raise funds and recruit members. As the internet has grown and changed, hate groups and movements have adapted, creating websites, forums and social network profiles, becoming active in spaces such as online games and even creating parallel versions of services such as Twitter, YouTube and GoFundMe.

Internet & Mobile, Online Hate

Media Coverage of Women and Women's Issues

Women professionals and athletes continue to be under-represented in news coverage, and are often stereotypically portrayed when they are included.

Gender Representation, Stereotyping

Sexual Orientation, Gender Identity and Canadian Broadcasting Policy

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

Diversity in Media, Gender Representation, 2SLGBTQ+ Representation, Stereotyping

Narratives of violence against women and diverse communities

Popular culture, news media, and the way we consume violence on social media all play significant roles in shaping and reinforcing narratives of violence against women and diverse communities. 

Diversity in Media, Gender Representation, Violence

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

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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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