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Learning Gender Stereotypes

This is the second of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.The lesson begins with a review of stereotypes that are associated with men and women and their possible sources - including the role of the media. Students deconstruct a series of advertisements based on gender representation and answer questions about gender stereotyping about articles they have read.

Gender Representation, Movies, Stereotyping

Body Positive Ads

This lesson helps students understand the relationship between body image and marketing by exploring Aerie and Dove’s body positive advertising campaigns. Students begin by reading about the impact that body positive advertising campaigns have on companies, as well as on their consumers. Students will then look at body positive ads aimed towards men and read research about how there is a lack of representation in this field. They will then deconstruct a series of traditional ads compared to body positive ones and discuss how marketers target "ideal beauty" messages to both men and women and whether they are effective. Finally, students will evaluate whether body positive ads are effective in general or not through discussion.

Body Image, Marketing & Consumerism

Online Marketing to Kids: Strategies and Techniques

This lesson introduces students to the online marketing techniques that are used to target children on the Internet. It begins with a guided discussion about the similarities and differences between traditional marketing methods and online advertising and why the Internet is such a desirable medium for advertisers to reach young people. Student activities include a survey of the marketing techniques used on several commercial websites for children; the creation of a commercial website for kids that incorporates common marketing strategies; and an analysis of case studies about online marketing to young people.

Digital Citizenship, Internet & Mobile, Marketing & Consumerism, Online Marketing

Kids, Alcohol and Advertising - Lesson 4: Interpreting Media Messages

In this lesson, students investigate the importance of branding and messaging, especially as they relate to parity products such as beer and alcohol.

Alcohol Marketing, Marketing & Consumerism

Stereotyping and Bias - Lesson

This lesson helps students recognize and understand stereotyping and bias in literature and film by looking at representations of wolves.

Stereotyping

Mirror Image - Lesson

In this lesson, students analyze their own body image and consider what they wish they could change.

Body Image, Gender Representation, Marketing & Consumerism, Tobacco Marketing

Facing TV Violence: Consequences and Media Violence

In this lesson, students explore the absence, or unrealistic portrayal, of consequences to violence in the media.

Television, Violence

Eating Under the Rainbow

Studies have found that fast-food ads dominate children’s programming. In order to give children a perspective on the lure of snack-food advertisements, it’s important that they understand where snacks can fit into a healthy diet. Once they have an understanding of where snack food fits into their lives, they can begin to deconstruct the ads themselves.

Food Marketing, Marketing & Consumerism

Villains, Heroes and Heroines - Lesson

This lesson introduces students to some of the myth-building techniques of television by comparing super heroes and super villains from television to heroes and villains in the real world and by conveying how violence and action are used to give power to characters.

Movies, Television

Video Game Verbs

In this lesson, students learn that video games are unlike other media because they are interactive, allowing players to do things and make choices. They then explore the idea of affordances and defaults by considering the “video game verbs” that different games allow you to do. They consider the commercial, technical, and genre reasons why some verbs are more often possible than others and then create a simple design for a video game in which players are able to do a wider variety of things.

Video Games

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