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Module 3: Am I risking what I love?

ABOUT THIS MODULE

This module supports students to understand what happens when a player crosses the bridge from fun gaming to excessive or risky gaming. Lessons explore the risks and potential consequences, and encourage students to talk about how online gaming can make them feel.

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EXPLORE MODULE 3: AM I RISKING WHAT I LOVE?

  • Module details

    Target audience:

    Upper primary students (years 5 and 6)

    Lesson duration:

    2 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:

    • Gaming risks part 1: losing money, not knowing how to stop, cyberbullying, getting hacked, frustration with the game affecting real-world behaviour.
    • Gaming risks part 2: losing yourself and your treasures, what is risk? Fun gaming v risky gaming.

    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.

  • Module elements and resources

    Video resource:

    Video 3: The Bridge

    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: 

    30-60 mins each

    • 3.1 Upside down you (art) Exploring how emotions can quickly turn upside down when we play online games.
    • 3.2 Trading values cards (creative game) Students trade selected values cards in exchange for loot box prizes.

    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 some of the risks and potential consequences associated with gaming.

    • To understand what can cause you to cross the bridge from fun game play to excessive or
    • risky gaming.
    • To identify what you risk losing if you cross the bridge from fun online gaming to risky gaming. These include
      • spending more money or time than you can afford
      • cyberbullying
      • getting hacked
      • losing friendships and other things you treasure
      • not looking after yourself or pets
      • negative feelings such as frustration and anger caused by the game effecting your real-world behaviour.
  • Success criteria
    • Understood some of the risks and potential consequences associated with gaming.
    • Understood what can cause you to cross the bridge from fun game play to excessive or risky gaming.
    • Identified what you risk losing if you cross the bridge from fun online gaming to risky gaming.
  • Curriculum links

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

Download Module 3 teaching resources

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