Students learn what they care about, from people they care about and who, they know, care about them.
The Government Gets into the Advertising Literacy Business
Think it's great that the FCC is involved in media literacy? Well, we're not convinced --
A Review from the Media Education Lab
Admongo (www.admongo.gov) A free interactive online
game for children ages 8 – 12. Washington DC: Federal Trade Commission (FTC)
with Scholastic, Inc.
By David Cooper Moore and Renee
Hobbs
The
Federal Trade Commission (FTC) has had a long and complicated relationship with
advertising targeted at children. In the 1970s, when the FTC first explored
regulating advertising of products targeted to young children, their work was
stymied by pressure from the business community. Congress then revised the
commission’s mandate in ways that limited their ability to regulate advertising
to children (Jordan, 2008). But now the FTC is now taking steps to promote
advertising literacy in the classroom with Admongo, an online multimedia
edutainment game and curriculum designed in collaboration with Scholastic. The
program is designed to teach children ages 8 to 12 basic principles of
advertising literacy, including increasing awareness of types of advertising,
understanding ad techniques, and examining methods of targeting audiences. Today,
young people are exposed to increasingly pervasive media messages from a wide variety
of sources that go far beyond television advertising. To reflect the changing
media systems that young people are growing up with, the Admongo curriculum also
explores online advertising, viral marketing, text message ads, product
placement, and advergaming.
The
centerpiece of the Admongo program is an elaborate online edutainment game,
visually resembling the online multiplayer game, Poptropica. Children create an
avatar and then begin their journey by finding advertisements hidden throughout
the game. Along the way, they collect coins and beat baddies in a search for
ads in the outside world and in the home. The Admongo game may be used by
children in a school computer lab or assigned for homework.
The
program also offers three complementary lesson plans designed for use in school:
(1) Ad Awareness, where children find many different types of advertising in
their home and community, including catalogs and ads on busses; (2) Ad
Targeting and Techniques, where children learn strategies that are used to
attract and hold attention; and (3) Ad Creation, where children discover how
specific strategies are matched to meet the interests of certain demographic
groups. To conclude the learning experience, there is also a final reflection
activity and quiz. Each lesson relies on some classroom discussion, but also
provides simple worksheets, a sample of “fake” print, TV, and online ads, and a
vocabulary list.
Questions
of representation-reality, values, ethics, and the real-world impact of marketing
are unavoidable when exploring advertising literacy with children. Eight to
twelve-year-olds can understand how advertising can be deceptive, flattering
and overpromising in ways that promote greed and materialism. They can
recognize that ads conflate products with deeper human needs, making products
seem more important than other social values to the detriment of the individual
and the society. But the Admongo curriculum steers far away from these deeper
issues, and instead reduces advertising literacy to its most non-controversial
and fundamental level: building advertising awareness.
The Use of Fake Ads
Admongo doesn’t
make use of Starburst, T-Mobile, Cheetos, Snickers, or Coke ads in the online
game or in the curriculum materials. Instead, it uses a variety of “fake”
advertisements for soft drinks, movies, videogames, deodorant and cereal, which
are approximations of popular advertising genres. These seem familiar yet are
oddly abstracted from children's lived experiences. Children are intimately
familiar with specific brands, and can often identify brand logos before they
have developed basic print literacy skills (Young, 1990). These strong brand
associations present both a powerful learning opportunity and a potential
setback to an advertising literacy program. The use of real ads could provide
an opportunity to make a real-world connection that may help children
investigate their direct relationships with existing brands and link abstract
concepts of targeting an audience and persuasion techniques to the way that
they actually desire and consume these products.
Real ads
pose a disadvantage, however, that Admongo creators may have considered in
their decision to use artificial ads for nonexistent products. Like other forms
of popular media, children form strong personal bonds to their favored brands.
Brand loyalty, when explicitly challenged, may result in disengaged behavior,
such as that which occurs when critiquing a favorite television show, film, or
piece of music. Children may experience outright disengagement and resentment
or mere parroting of the teacher’s desired responses (Buckingham, 2003). In
addition, if the Admongo program used real ads, critics might complain that it was
promoting products while teaching advertising literacy.
However, a
robust advertising literacy program should engage directly with children’s actual
experiences with ads in order to help with the transfer of skills from the
classroom to the realm of private consumption. This process is difficult even
when children are taught to be more conscious and critical of advertising
effects (Buckingham; 2003; Van Evra, 2004). Admongo’s creators strike a middle
ground, suggesting that teachers bring in outside ad material from real
newspapers and magazines while supplying them with “fake” ads, which may be
seen as a safer, less controversial choice.
Recite and Absorb
Despite
the game platform’s interactivity, the online learning experience is quite
passive. For example, in level one, when a player comes across an ad, a narrated
screen first presents information about the advertisement and then asks a
multiple choice question based on the conveyed information. There are no
consequences for getting the answer wrong. The learning is truly incidental to
the game play. In addition, Admongo lesson plans rely on passive “banking”-type
instruction techniques, through which teachers recite and students absorb
information. There is little evidence of the use of instructional practices
that promote critical thinking. In the Ad Awareness lesson, teachers are
provided with simple definitions of advertising to impart to their students.
But these definitions range from problematic to disingenuous. The lesson
encourages teachers to “explain that advertising gives people information to
help them decide what to buy.”[1]
This is the role of a consumer report, not advertising. Teachers are instructed to “tell
students that advertisers are required by law to tell the truth, and that most
advertisers work hard to do this.” Without
further elaboration, this potentially mischaracterizes the purpose of
advertising—which is fundamentally about persuasion—and conflates persuasion with
information. For many of the readers of the Journal of Media Literacy Education, this approach might be hard to
swallow.
The
National Association for Media Literacy Education emphasizes the importance of
identifying what is omitted from a media message as one of media
literacy's key questions (NAMLE, 2007) but in Admongo's definition of
advertising, the fact that “leaving out” is often synonymous with
disingenuousness is never addressed. Without frankly addressing omission and
omission's relationship to truth, the curriculum ignores a major component of
how and why advertising works—a component directly responsible for developing
critical interpretation or understanding.
Lacking
a strong critical foundation, the FTC’s approach advertising literacy
essentially rewards students for identifying successful advertising. Students
are expected to recognize technique, but are not encouraged to constructively
question the values implicit in those techniques. Constructive criticism does
not necessarily mean portraying advertising negatively, but it must involve a
range of perspectives and an introduction of the role of judgment into a
meaningful discussion.
For
example, in an activity designed to introduce “Ad Targeting and Techniques,”
students examine a fictional advertisement for women's designer clothing and
are then asked to “change it to appeal to kids your age.”[2]
The more complex media messages regarding the ad's representation of its
subjects and the values associated with portraying this particular media
message for its target demographic are absent. Instead, children vindicate or
ignore these embedded messages by simply replicating them in their own creative
style.
The Elusive Production
Process
The
Admongo online game and curriculum address the concept of message production in
a rather superficial way. Though students are asked to construct their own
approximations of advertisements on paper, there is no discussion of how
advertisements are created in the real world, through careful design planning,
digital photo manipulation, casting, photo shoots, etc. For example, when asked
to create their own original ad in Lesson 3, students are asked to target their
ad for breakfast cereal to “space aliens.”[3]
The abstraction of a target audience in this outlandish scenario cuts off
potential for meaningful discussion about the social and ethical issues at sake
in targeting specific audiences. Suppose, instead, that children were asked to
market a highly-sugared cereal to different demographic groups, including members
of their own school, their grandparents, or their older and younger siblings.
In the FTC’s lesson, children are merely rewarded for their creative
inventiveness, without getting to the root of what, as an advertiser, it is
their job to do. Though students are told that advertisements exist to sell
products, the consequences of advertising are limited to the effectiveness of
the ad in reaching its target.
When done well, the production process aims to be “invisible”
to consumers—particularly young consumers with no real experience in media
production. Knowing that an advertisement is made for a particular audience is
crucial, but equally important is knowing how
it was made for that audience. When children better understand the creation
process, they are also better equipped to think critically about why certain
production decisions may have been made.
The Missing
Audience
The
FTC’s online game and curriculum focuses primarily on recognizing advertising in
the social environment, indentifying persuasive techniques, and understanding target
audiences. What seems to be fundamentally absent from the curriculum, though,
is a meaningful engagement with students themselves as an audience—highlighting their lived experiences with advertisements
and using their own values and opinions to drive deeper understanding of how
advertising works.
Students
have countless experiences with advertisements that are correlated with
judgments—of advertisers, of products, of their own experiences as consumers. Engaging
these judgments by activating lived experiences is one way to ensure that the
skills they learn in school are transferred to their everyday lives. Students
should discuss how they feel about an advertisement, whether they agree with
the advertisement or not, and whether or not the advertisement really “worked” on
them. Teachers can encourage students to visualize other audiences and how the
message might affect them differently.
In one Admongo lesson, students are asked to redesign an advertisement for a
new target audience, but there is no discussion of the implications of
marketing the product to this new audience. Do students think that this product
should be advertised to a younger
audience? Why or why not? Students can use their knowledge of younger siblings
and friends, say, to consider potential responses of other audiences. This
helps children to articulate a set of personal values about the ethical and
social responsibilities of an advertiser.
The Impact of Ads in Shaping Desire
Admongo’s
interactive game and classroom lessons omit the one perspective that is most
crucial in transferring skills from the classroom to the world outside:
considering the impact of the message on its recipients. In each of the FTC’s
framing questions, the emphasis is either on an ad creator (“who is responsible
for the ad?”) or on the content of the advertisement itself (“what is the ad
actually saying?” and “what does the ad want me to do?”) But missing here is the role of the
consumer—how do I feel about this ad? Do I want to do what the ad wants
me to do? How might another person feel differently about this ad? Without
these crucial questions that directly engage the lived experiences of students,
advertising literacy becomes an abstracted experience that may not transfer in
any meaningful way to students' ad-saturated lives. The simplest value
judgments—good and bad, worthy and unworthy, truthful and deceitful—are not
consciously engaged in discussion in any meaningful way. Teachers who are
familiar with media literacy pedagogy will recognize this omission instantly;
but it’s possible that educators who are less familiar with media literacy
might not.
Identifying omission is a central concept in media literacy
education—it is through recognizing what is left out of media messages that we
begin to more fully understand the processes and decisions through which
advertising media is made. Whenever students are asked to identify advertising
techniques, there should be a concerted effort to understand what is not in the advertisement. What isn’t the
advertisement telling you about the product that you might need to know? Who isn’t an ad targeting and why was that
audience left out.
For
years, teachers have done this quite simply by connecting the child’s lived
experience of a product to the claims its advertisement makes. By age 7 or so,
children recognize that the product does not live up to its hype (Young,
1990). Children realize, “The ad
suggests that the shoes make you jump higher, but I don’t jump any higher in
these shoes than in my other shoes.” The FTC’s omission of deception and
distortion in advertising and its refusal to examine the difference between
representation and reality is glaring.
Currently the only assessment tool in the Admongo curriculum
is a brief quiz in which students choose from multiple-choice options. The FTC
has an opportunity to engage in meaningful discussion and reflection by asking
children to actively transfer their
knowledge back outside of the classroom, by giving them tasks to be completed
not just in the classroom but in the world. A true test of advertising literacy
would function much like a driving test does for teenagers seeking a license—students
would be asked to apply their
knowledge in everyday experiences to demonstrate that the concepts they have
learned in the classroom can be of use outside of the classroom. Students
should be asked to participate in individual and group reflection, applying concepts
learn to their real-world experiences with advertisements, then sharing this
information with a class to see how different students were able to use these
skills differently, depending on the advertising media they encountered.
What’s Omitted: Why Was this
Curriculum Created?
It’s only
natural for the reader to wonder about the FTC's own motivations for developing
an advertising literacy curriculum. Clearly, the focus of the curriculum
emphasizes the many new and varied forms of advertising, especially those newer
forms of advertising found in the online and digital media environment, as in
text messages, video games, and ring tones. In Admongo, the FTC teaches
children: “One government agency works to protect consumers from being hurt by
advertising. This agency is called the Federal Trade Commission, or FTC.”[4]
The FTC implicitly acknowledges its own role as author of the curriculum, but
its self-referentiality also seems calculated to circumscribe the ways in which
the role of government regulation can be brought into discussion.
The
essential paradox of the Admongo curriculum is that while the FTC views
advertising to be a potentially pernicious influence on children, nothing in
the curriculum offers the opportunity for this influence to actually manifest
itself in the classroom. The FTC claims that young consumers must be “protected”
from advertising, but there is no indication in the classroom activities that
there are real-world consequences for not understanding how advertising
works.
These
real-world consequences open up a range of interconnected issues that seem
inextricable from a well-rounded advertising literacy program. One of the most
obvious of these consequences is advertising’s impact on childhood nutrition,
as advertising targeted at children ages 8 to 12 typically encourages the
consumption of grossly unhealthy—and quite directly and immediately harmful—food
products. Though citizen activist groups have successfully lobbied to end the
most egregious junk food and programming crossovers on television, such as
cartoon shows starring junk food mascots (Nestle, 2007), such efforts have done
little to put a dent in the industry of junk food advertising. Excluding an
advertisement's omissions or dishonesty from the overall conversation about
advertising precludes a discussion of whether or not there are demonstrably
harmful products that should or should not be marketed to particular age
groups.
Finally, a key question that remains after exploring the Admongo curriculum is what the FTC feels is its purpose in promoting advertising literacy, especially in relation to the commission’s more recent efforts in regulating food and alcohol advertising as well as advertising for violent videogames and movies. The FTC makes the claim to teachers and parents that the FTC “protects consumers by educating them about advertising and how it works.”[5] But teachers who are invited to use the curriculum receive no explanation of the context of this work. No information is provided to explain the FTC’s history with children’s advertising regulation nor is there any real discussion of why the FTC feels it is important to build children’s understanding of advertising. Enrolling educators in the larger political, economic, social and cultural context of the issue of advertising to children would seem to be a natural way not just to get teacher “buy-in,” but to demonstrate respect for teachers’ own motivations and values in making the decision to teach advertising literacy to students in elementary and middle-school.
About the Authors
David Cooper Moore is the Curriculum Director of the Powerful Voices for Kids program and a graduate student in the Film and Media Arts Department at Temple University. Renee Hobbs is the Founder of the Media Education Lab at Temple University.
References
Buckingham, David (2003). Media
Education. London: Polity.
Federal Trade Commission (2010). Admongo. Retrieved Feubrary 1, 2010
from http://admongo.gov
Jordan, Amy (2008). Children’s media policy. The Future of Children 18(1), 235 - 249.
NAMLE (2007). Core principles of media literacy education in the United
States. Retrieved January 27, 2010 from http://www.namle.net/core-principles/namle-cpmle-w-questions.pdf
Nestle, Marion (2007). Food Politics:
How the Food Industry Influences Nutrition and Health. Berkeley: University
of California Press.
Van Evra, Judith (2004). Television
and Child Development. New
Jersey: Lawrence Erlbaum Associates.
Young, Brian (1990). Television
Advertising and Children. London: Clarendon Press.
[1]
Admongo (2010). Lesson 1: Ad Awareness. Retrieved April 25, 2010 from
http://www.admongo.gov/curriculum-lesson-1.aspx
[2] Admongo (2010). Lesson X: XXX Retrieved April 25, 2010 from http://www.admongo.gov/
[3]
Admongo (2010). Lesson 3: Ad Creation. Retrieved April 25, 2010 from
http://www.admongo.gov/curriculum-lesson-3.aspx
[4] Admongo
(2010). Lesson 1: Ad Awareness. Retrieved April 25, 2010 from http://www.admongo.gov/curriculum-lesson-1.aspx
[5] Admongo
(2010). Lesson 1: Ad Awareness. Retrieved April 25, 2010 from
http://www.admongo.gov/curriculum-lesson-1.aspx