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Art Exchange

The purpose of the lesson is to facilitate and develop youth art as a form of community engagement and give students the opportunity to explore their experiences with privacy and equality in networked spaces. Students will be presented with several scenarios related to experiences of privacy and (in)equality in networked spaces and how young people have used art to advocate for change. Students will be asked to develop an art project (mural, collage, recorded performances, face/body art, etc.) that they believe best reflects the issues that are important to them. Since the expertise and support to implement an art project vary from classroom to classroom, there are three options for completing this lesson: (i) students design and create their art projects; (ii) students develop a plan to produce an art project without actually creating it; and (iii) students are mentored by professional artists who help them design and implement their art projects.

Digital Citizenship, Internet & Mobile, Media Production

Drama 20

Overall Expectations:

CP20.3 Investigate artistic voice and perspectives of the “other”(e.g., marginalized individuals and communities, silenced people in history, powerful figures, celebrities, extraterrestrials, fictional characters) through works of dramatic art.

Specific Expectations:

c. Discuss issues of appropriation of culture, ideas and voice and its connection to respect, integrity, intellectual property and the representation of own and others’ work in drama and theatre.

Outcome Chart - British Columbia - Social Studies Kindergarten

This outcome chart contains media-related learning outcomes from the British Columbia, Kindergarten, Social Studies curriculum, with links to supporting resources on the MediaSmarts site.

Comic Book Characters

In this lesson, students learn how shapes are used in character design in comics and animation and look at how male and female characters are depicted in comic books. Using a Comic Book Analysis sheet, students will record the attributes of male and female comic book characters. As a class, students will record common patterns and discuss what messages about men and women are communicated. Students then design a comic book character that uses shapes to communicate what they think a real hero is.

Comics, Gender Representation, Stereotyping

Gender Messages in Alcohol Advertising

In this lesson, students think critically about culturally inherited gender stereotypes, and explore how stereotypes about men and women are promoted and reinforced through the images and messages in alcohol ads. In the first half of the lesson, students discuss the nature of gender stereotypes, common male and female stereotypes, and where these stereotypes come from. Students also explore why adolescents are a particularly vulnerable group when it comes to stereotypes about gender and gender relationships. In the second half, students view and discuss alcohol ads that integrate gender stereotypes into messaging about drinking.

Alcohol Marketing, Gender Representation, Marketing & Consumerism, Stereotyping

Cyberbullying and the Law (Grades 9-12) - Lesson

In this lesson, students learn about and discuss the legal aspects of cyberbullying.

Cyberbullying, Digital Citizenship, Internet & Mobile

Outcome Chart – British Columbia – French Immersion Language Arts (FILA) 12

Big Ideas

  • The life experience, culture, and current context of the audience influence the interpretation of a text.
  • The exploration of texts reveals the depth and complexity of human life.

Curricular Competencies

Explore and Reflect

Cyber Choices (Grades 3-5)

Cyber Choices is an interactive game designed to help students in grades 3 to 5 develop the skills and habits they need to make safe and responsible choices online. Cyber Choices lets students explore four different stories that cover key issues such as making good choices about their own and others’ personal information, dealing with cyberbullying (as both a target and a witness) and managing online conflict. 

Cell Phones and Texting, Cyberbullying, Digital Citizenship, Digital Health, Excessive Internet Use, Internet & Mobile, Online Ethics, Privacy, Social Networking, Video Games

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