Students learn to recognize gender stereotypes, how they are constructed, how they are related to discrimination and how they are presented in different media and contexts. They develop critical thinking skills considering materials of pop culture.
Students explore the concept of gender and gender stereotypes in cartoons. They critically discuss and analyse the content they see focusing on gender stereotypes.
The path of critical analysis and creative production focuses on exploring the concept of identity between real and virtual in different contexts, from the personal sphere of young people to the representations of influencers, to identify gender stereotypes.
Students explore the concepts of gender and advertising as well as gender representations in advertisements.
It takes the challenge of gender representations into virtual worlds. Students reflect on the management of identity between real and virtual, then experience the creation of avatars for fairer and more respectful representation and assessment (self, peer). Students will reflect on the use of avatars as an expression of the self. They will also focus on the social motivations of videogaming (competitiveness, need for sociality, positive/negative body image of the self, etc..)
Through a comparison between 90s and contemporary commercials, students will investigate the evolution of gender stereotypes in popular culture…
Students get familiarised with the concepts of stereotype, prejudice and essentialization through literary and historical texts. Through this course, they become aware of gender stereotypes by identifying them in literary/historical/media texts. They finally make their own alternative media products (memes, gifs, videos – filmed speech, interview, trailer, multimedia materials – collages, remixes).