In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.
In this lesson students learn how digital media is used to promote or combat hatred and intolerance.
In this lesson, students develop a deeper understanding of scapegoating and othering and how these factors may contribute to the promotion of hatred and intolerance.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
This lesson begins with a brief history of citizen journalism and a discussion of just what it is.
In this lesson students look at how elections are media events.
In this lesson students learn the ways that the apps they use are designed to encourage them to share more information—both with other users and with the apps themselves. They are then introduced to the idea of persuasive design or “dark patterns” and investigate whether these are used to make it more difficult to opt out of data collection on popular apps. Finally, the class creates a “rogues’ gallery” to help them identify dark patterns when they encounter them.
In this lesson students explore gender roles in advertising by taking an ad campaign they have seen which is specifically directed to one gender, and redesigning the campaign to target the opposite gender.
This activity helps teenagers develop an awareness of marketing tactics aimed at teens through the creation of their own mock advertising campaigns.