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Outcome Chart - British Columbia - Science Grade 5

This outcome chart contains media-related learning outcomes from the British Columbia, Grade 5 Science curriculum, with links to supporting resources on the MediaSmarts site.

Curricular Competencies

Students are expected to be able to do the following:

Packaging Tricks - Lesson

This lesson introduces students to the ways in which packaging is designed to attract kids.

Food Marketing, Marketing & Consumerism

Television News - Lesson

This lesson is part of a unit that explores news journalism across the media.

Journalism & News, Television

Up, Up and Away? (TM)

In this lesson students encounter the key concepts of intellectual property, learning the difference between copyright and trademark and coming to understand how these affect how media products are created and sold.

Intellectual Property

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

Outcome Chart - Ontario - Computer Engineering Technology, Grade 12 University/College Preparation (TEJ4M)

Technology, The Environment, and Society

Overall Expectations

C2. analyse societal issues related to the widespread use of computers and associated technologies.

Specific Expectations

C2.1 assess the benefits of computer and electronic technology for society (e.g., improved access to technology for economically disadvantaged people and nations; greater efficiency and lower costs for information services; development of a “global village”; software that can help monitor or predict changes in wetland area, deforestation, and climate);

Technological Education 9-10

Strands in the Technological Education curriculum

The overall and specific expectations for each course in the technological education curriculum are typically organized in four distinct but related strands. The strands are Fundamentals; Skills; Technology, the Environment, and Society; and Professional Practice and Career Opportunities.

The Grade Nine and Ten curriculum document Technological Education includes information on how media literacy is relevant to the content of these courses:

The Concerns About Video Games

The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]

Gender Representation, Stereotyping, Video Games, Violence, Visible Minorities

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