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Module 2: Am I in control?

ABOUT THIS MODULE

In Module 2, students will gain an insight into the way online games work. They will explore the elements of online games that are designed to keep them engaged, spending money and playing for long periods.

This module will consider, and help students understand, some of the tactics used in games to influence their behaviour, and the effects risky gaming can have on their health, wellbeing and relationships.

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EXPLORE MODULE 2: AM I IN CONTROL?

  • Module details

    Target audience:

    Upper primary students (years 5 and 6)

    Lesson duration:

    3 x 90-min lessons

    Note: Not all kinaesthetic learning activities will be achievable within this timeframe, so teachers may select a smaller number of activities, or extend the number of classes taken, to further explore each module.

    Discussion themes:

    • Tricks of the trade: How video game designers keep us playing
    • Are you in control of the game?
    • Are you in control of your emotions?
    • The line starts to blur
    • Choice and conflict

    The discussion themes refer directly to events in each video and are provided as suggestions for teachers to identify issues and lead discussions with students.

    Key terms:

    Bells and whistles, bright colours, chasing wins, free-to-play, gambling, grinding, loot boxes, near misses, random rewards, variable timing.

  • Module elements and resources

    Video resource:

    Video 2: The Journey

    Play the video in full and allow some time for quick comments afterwards. Note: the videos include captions that can be turned on or off.

    Starters: 

    Review of previous themes, pre-assessment Know / Wonder / Learned (KWL) charts, key words chart, watch video.

    Kinaesthetic learning activities: 

    5 x 30-60 mins

    • 2.1: What’s the sound of… (drama) How sound in games can influence us.
    • 2.2: Grinding (drama game) How online games keep us playing.
    • 2.3: What’s in the loot box? (art/drama) Making a loot box to explore random rewards.
    • 2.4 Avatar in trouble (art) The physical and emotional effects of risky gaming.
    • 2.5 Game over (drama) Negotiating gaming time with adults.

    Kinaesthetic learning is about learning through hands-on experience - touching, doing, experiencing, or being physically engaged. The activities are linked to points in the videos, discussion starters and themes. 

    Related resources:

  • Learning intentions
    • To understand how computer games are designed to keep us playing.
    • To understand how online games can influence our feelings and behaviour.
    • To understand how this can affect our interactions with others.
  • Success criteria
    • Identified the ways online games keep us playing.
    • Explained that online games can influence our feelings and behaviour.
    • Understood how this can affect our interactions with others.
  • Curriculum links

    Critical and creative thinking, drama, English, ethical capability, personal and social capability, visual arts, health and physical education.

Download Module 2 teaching resources

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