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The Most Toys

Summer is officially upon us, and with it comes the usual lineup of blockbuster movies. Along with the usual cast of superheroes, spies and sexagenarian, whip-cracking archaeologists comes a somewhat unusual hero: Wall-E, the nearly mute robot protagonist of the film of the same name.

Marketing & Consumerism, Movies, Parents, Resources

Asking Questions About Media Violence

In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.

Video Games, Violence

Parenting Princesses

If you haven’t seen the story of the Hot Dog Princess that has been making the rounds of the Internet, I suggest you read this Buzzfeed article. To summarize: it was “Princess Week” at five-year-old Ainsley’s dance class and she decided to wear a hot dog costume. As a parent, this is the kind of youthful impertinence I can get behind. After all, THIS was a princess who really knew who she was, a princess that was not like other princesses, a #hotdogprincess.

Gender Representation, Marketing & Consumerism, Movies, Parents, Television

Talking to kids about hate in media

Along with images of natural disasters and violence, one all-too-common news item that can be distressing to kids is reports of hate crimes. Seeing or hearing about hate-motivated assaults and vandalism of homes, cemeteries and places of worship in media, can lead to fear and anxiety in young people, especially if they belong to a vulnerable group. In many cases, the effect will be worse because news isn't the only place Canadian kids see hate and racism: almost half see hateful content online at least once a month, and one in six sees it every day.

Internet & Mobile, Journalism & News, Online Hate, Television

Outcome Chart - Manitoba - ICT Across the Curriculum 9-12

Health and Safety Guidelines

Overall Expectations

Health Guidelines

Specific Expectations

Physical Health

recognizes possible health issues and takes measures to prevent injuries while using technology (e.g., considers ergonomic factors, screen time, physical inactivity, sleep habits, eye strain, distracted behaviour, repetitive stress injury)

Social and Emotional Health

Defining Digital Citizenship

If the key concepts are what students must understand, the core competencies are what they have to be able to do, and the framework topics  are what they need to know, then digital citizenship may be imagined as the ideal outcome of media education. Digital citizenship is, therefore, realized when people have developed the ability to access, use, understand and engage with media, including online communities; apply critical thinking to media and networked tools; and possess the content knowledge needed to do all these things ethically and effectively.

Law 30 (Grade 12)

Overall Expectations:
LAW30-FL1 Evaluate the purposes and functions of law in societies.

Saskatchewan - Marketing 20

Module 1: Introduction to Marketing

Outcomes

Analyze the relationship between marketing and business or organizational success.

Indicators

b. Describe the areas that marketing entails beyond selling and advertising.

e. Identify examples of commercial (e.g., Saskatchewan Roughriders) and social (e.g., ending mental health stigma or promoting the use of seatbelts) marketing.

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).

Marketing & Consumerism

Press Play

On Saturday, September 26, 2009, the US network Nickelodeon did something unusual: it switched itself off. This was in observance of the "Worldwide Day of Play," an event Nickelodeon inaugurated in 2004. The network -- along with its sister channels Noggin, the N, and Nicktoons, and their associated Web sites -- went dark for three hours to encourage its young viewers to "ride a bike, do a dance, kick a ball, skate a board, jump a rope, swing a swing, climb a wall, run a race, do ANYTHING that gets you up and playing!"

Events, Internet & Mobile, Marketing & Consumerism, Parents, Professional Development, Television

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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