Representing Ourselves Online Lesson Plan
Level: Grades K to 3
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 60-90 minutes
This lesson is part of USE, UNDERSTAND & ENGAGE: A Digital Media Literacy Framework for Canadian Schools.
Overview
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.
Learning Outcomes
Students will:
- consider that media products are constructions and do not necessarily reflect reality
- learn about the use of avatars to represent people in virtual environments
- reflect on the relationship of virtual identities to personal identities
- become aware of the ways in which technological and commercial factors influence avatar creation and reflect on their effect on identity
Home and School Connection
This lesson and all associated documents (handouts, overheads, backgrounders) are available in an easy-print, pdf kit version.