Lesson Plan

Video Games - Lesson

Lesson Plan

Level: Grades 7 to 9

Author: Thierry Plante, Media Education Specialist, MediaSmarts

This lesson is part of USE, UNDERSTAND & CREATE: A Digital Literacy Framework for Canadian Schools.

Overview

In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.

In approaching this topic in the classroom, teachers should encourage students to explore their own attitudes towards the issues surrounding the games that they play - without condemning the games themselves.

Learning Outcomes

Students will:

  • begin to develop an awareness and a critical evaluation of the potential risks and benefits inherent to their particular video gaming habits
  • develop an understanding of the debates surrounding the influence of video games on physical and mental health
  • apply their learning through a debate

This lesson and all associated documents (handouts, overheads, backgrounders) are available in an easy-print, pdf kit version.

Lesson Kit: