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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

Wacky Media Songs: Media Health

Level: Grade K to 3

About the author: Matthew Johnson, Director of Education, MediaSmarts

Duration: 10-15 minutes per activity

This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.

Overview

Digital Health, Excessive Internet Use, Food Marketing, Video Games

Fair Dealing for Media Education

In Canada, consumers have certain rights to use copyrighted material without permission or license from the owner of the copyright. These rights are defined in the Copyright Act as Fair Dealing exemptions and were redefined in the 2012 changes to the Act. A good knowledge of Fair Dealing can be extremely helpful in understanding what you and your students can do with media in class. It's important to note that the Copyright Act provides very little definition for many of these terms; instead, most of the specifics of Fair Dealing have come from court rulings, and the new exemptions and other changes done in 2012 will likely also be further defined in the same way.

Intellectual Property

Talking to kids about media violence

Talking to kids about violence in the media they consume – television, movies, video games, music and the Internet – can help them put media violence into perspective and perhaps diffuse some of its power. 

Internet & Mobile, Movies, Music, Television, Video Games, Violence

Remixing Media

In this lesson, students examine different types of remixes – from works created by editing a single text to ones that draw inspiration from existing texts – in order to develop a definition of “remix.” They learn about the legal considerations in making remixes under the Copyright Act, consider ethical issues around remixing, and develop a code of best practices for remixing. Students will also consider the differences between remixes that are primarily creative versus those that are done for purposes of criticism, and create their own critical remix.

Intellectual Property, Internet & Mobile, Media Production

Government and Industry Responses to Media Violence

Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.

Movies, Television, Video Games, Violence

Rethinking copyright in the media age

After the controversy surrounding last year's proposed copyright bill C-61, which eventually died on the order table when Parliament was prorogued, the Federal government has decided to hold consultations across Canada before introducing a new version of the bill. While only time will tell how responsive the government will be to the public's submissions, the series of town halls and round tables is definitely a good start in making the process transparent and taking the views of a wide variety of Canadians into account. Below is an expanded version of MNet's submission to the Round Table held in Gatineau, Quebec on July 29th 2009.

Events, Intellectual Property, Internet & Mobile, Journalism & News, Media Production, Resources

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

Asking Questions About Media Violence

In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.

Video Games, Violence

Wacky Media Songs: Ethics and Empathy

Level: Grade K to 3

About the Author: Matthew Johnson, Director of Education, MediaSmarts.

Duration: 10-15 minutes per activity

This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.

Cyberbullying, Digital Citizenship, Internet & Mobile, Online Ethics, 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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