Online Gambling and Youth
Level: Grades 11 to 12
About the Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 2 hours
This lesson is part of USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools.
This lesson looks at the ways in which online gambling draws in youth and increases the risk that they will become problem gamblers. Students learn about behaviour modification theory and apply that knowledge to understanding why gambling, and online gambling in particular, is likely to lead to problem gambling in youth.
Students will demonstrate the ability to:
- make and test hypotheses
- acquire knowledge through designing an experiment
- apply acquired knowledge to a real-life situation
- argue and support an opinion
This lesson and all associated documents (handouts, overheads, backgrounders) are available in an easy-print, pdf kit version.