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Wacky Media Songs: Media Representation

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

Body Image, Digital Health, Diversity in Media, Media Literacy 101, Social Networking, Stereotyping

The summer screen plan

Recently in my Facebook memories, a photo from years ago appeared. In the caption, I had written about how I was telling the kids they couldn’t spend their summer on their screens and that in reply, my eldest, likely about 10 years old at the time, pulled out his recorder from school to give an impromptu concert. The photo I shared was a picture of him playing it. I suspect, based on my post, that I not only appreciated his reply to my statement (as sarcastic as it may have been), but that they did, in fact, end up with plenty of screen time.  

Digital Health, Parents, Television

Screen Stigma: Looking at mental illness in popular media

Students begin by viewing a slideshow that explores common stereotypes of mental illness and mental illness treatment in media. They read a prepared analysis of the portrayal of mental illness in a TV show popular with teens, then in a small group analyze another text of their choice. Finally, students create an annotated version of a scene or excerpt from a text in which they analyze and evaluate its portrayal of mental illness.

Digital Health, Diversity in Media, Persons with Disabilities, Stereotyping

Screen Stigma: Looking at mental illness in the news

In this lesson, students learn about the ways in which news coverage of an event or issue can be biased, focusing on the aspects of the medium and industry that can lead to bias. They read an article that examines the coverage of mental illness in the news and then participate in an interactive activity that lets them compose their own article. Finally, students find and analyze a recent news story on a mental health topic and write a letter either praising or critiquing it.

Digital Health, Diversity in Media, Journalism & News, Persons with Disabilities, Stereotyping

What do teens really think about screen time?

Screen time is a common topic for parents to try and manage today. Are we allowing too much? How do we make it safe? We will ask our friends and fellow parents for their thoughts or advice or learn tips from resources (like MediaSmarts!) to help us navigate this new aspect of parenting. When I was my kids’ age, we were just loading Netscape 2.0 onto our computers, and we’d check our ICQ messages before putting in a VHS to watch a movie or playing some Super Mario RPG.  The online world is so different now.

Digital Health, Internet & Mobile, Movies, Parents, Social Networking, Television

Finding balance in our digital lives

In this lesson, students look at the different ways in which we spend our free time and learn to find balance between active, learning and media activities. They begin by distinguishing between Active, Learning and Screen time, learn how activities can fall into more than one category; and reflect on their lives to see how well screen time is balanced by other types of activities. Finally, students consider how they might improve how their time is balanced. 

Digital Citizenship, Digital Health, Internet & Mobile

Avatars and body image

In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.

Body Image, Digital Citizenship, Digital Health, Gender Representation, Internet & Mobile, Stereotyping, Video Games

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