Lesson Plan

Game Time

Lesson Plan

Level: Grades 4 to 6

About the Author: Matthew Johnson, Director of Education, MediaSmarts

Duration: 1 ½ to 2 hours, spread over 3 sessions

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

Overview

In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.

Learning Outcomes

Students will:

  • consider the role of video games and other digital/screen activities as part of a healthy and balanced lifestyle
  • reflect on their experiences with games and other digital/screen activities
  • develop an emotional awareness of the role of games and other digital/screen activities in their lives
  • learn and practice strategies for moderating game play and other digital/screen activities

Home and School Connection

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

Lesson Kit: