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Miscast and Seldom Seen - Lesson

In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.

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

First Person

In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.

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

Truth or Money - Lesson

In this lesson, students explore how advertising leverage can lead to censorship of information about public health issues.

Marketing & Consumerism, Tobacco Marketing

Tobacco Labels

In this lesson, students debate the effectiveness of health warning labels on tobacco products.

Marketing & Consumerism, Tobacco Marketing

Thinking Like a Tobacco Company: Grades 7-9 - Lesson

In this lesson, students learn how the tobacco industry targets the needs, wishes and desires of young people in order to sell cigarettes.

Marketing & Consumerism, Tobacco Marketing

Selling Tobacco - Lesson

In this lesson, students explore how tobacco advertising has evolved over the past sixty years.

Tobacco Marketing

Gender and Tobacco - Lesson

In this lesson, students explore gender-related influences on smoking.

Gender Representation, Marketing & Consumerism, Tobacco Marketing

Playing With Privacy

In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.

Privacy, Video Games

Video Games

In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.

Digital Health, Video Games, Violence

Image Gap - Lesson

This lesson helps students understand how self-image can influence lifestyle choices.

Body Image, Marketing & Consumerism, Tobacco Marketing

Pagination

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