Marketing and Consumerism - Special Issues for Tweens and Teens
One of the most important recent developments in advertising to kids has been the defining of a "tween" market (ages 8 to 12).

One of the most important recent developments in advertising to kids has been the defining of a "tween" market (ages 8 to 12).

Media-related objectives can be found in all of the General Learning Outcomes in Social Studies in Manitoba.
Identity, Culture, and Community

In 2016, British Columbia rolled out a redesigned English Language Arts (ELA) curriculum, one that is centered on teaching that “questioning what we hear, read, and view contributes to our ability to be educated and engaged citizens".

These posters are freely available to print and hang in your schools, in libraries, or community centres.

The Internet is revolutionizing how we access and listen to music. The development of MP3s, or digital song files, has made it easy to download virtually any piece of music online.

Media have always shaped the public’s perception of Indigenous people: the wise elder (Little Big Man); the princess (Pocahontas); the loyal sidekick (Tonto)—these images have become engrained in the consciousness of North Americans.

Since the 1960s, feminists have argued that "it matters who makes it." When it comes to the mass media, "who makes it" continues to be men.

Since the 1990s, media educators Anita Day and Guy Golan have identified increased tension between people of faith and media outlets [1]. Media and religion are two concepts that can be challenging to partner: religion is frequently misrepresented in media for a wide variety of reasons, whether as a result of mistakenly held beliefs or by dramatizing religion to sell newspapers or attract viewers.

Sixty-two per cent of Canadian gamers are male:[1] and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren't interested in the violent "first person shooter" games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)