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.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
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.
In this lesson, students explore how advertising leverage can lead to censorship of information about public health issues.
In this lesson, students debate the effectiveness of health warning labels on tobacco products.
In this lesson, students learn how the tobacco industry targets the needs, wishes and desires of young people in order to sell cigarettes.
In this lesson, students explore how tobacco advertising has evolved over the past sixty years.
In this lesson, students explore gender-related influences on smoking.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
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.
This lesson helps students understand how self-image can influence lifestyle choices.