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Lesson: Game Time

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.

Grade range: 4-6

Teacher Material: https://textbook.mediasmarts.ca/discoveringstudent/chapter/game-on-2/

Student Material: https://textbook.mediasmarts.ca/discovering/chapter/game-on/

Time Frame

One class period (45-60 minutes) Two or three class periods (90-120 minutes)  
Activities  

Game On!

 

 

 

 

Game On!

Mindful Gaming

Mindful Gaming Plan

 

 

Preparation:

Make sure that students are able to access the interactive activities.

A printable version of this lesson is available at https://mediasmarts.ca/teacher-resources/game-time

Learning Outcomes

Big ideas/key concepts: Students will understand that…

Digital media experiences are shaped by the tools we use

  • Games and other digital media are designed to make us use them longer and more often

Interactions through digital media have a real impact

  • Using digital media more than we want to can affect our health and our mood

Key questions:

  • How do games and other digital media make us use them longer and more often?
  • What role do games play in our daily lives? How does that affect us?

Essential knowledge: Students will know…

  • Reading media: Features of games and other digital media that make us use them more often
  • Media health: Impacts of games and other digital health on our mood and health

 

Performance tasks: Students will be able to…

  • Use: Use digital tools in a mindful and healthful way
  • Understand: Analyze how digital tools influence how we use them
  • Engage: Identify the role that digital media play in their own lives and its impact

 

Curriculum Connections

 

Strand A: Literacy Connections and Applications

A1 Transferable Skills

A1.2 Student Agency and Engagement

evaluate and explain how transferable skills help them express their voice, be engaged in their learning, and plan the next steps to develop their capabilities and potential

A2 Digital Media Literacy

A2.2 Online Safety, Well-Being and Etiquette

demonstrate an understanding of how to navigate online environments safely, manage their privacy and personal data, and interact in a way that supports their well-being and that of others, including seeking appropriate permission

A2.3 Research and Information Literacy

gather, evaluate, and use information, considering validity, credibility, accuracy, and perspectives, to construct knowledge, create texts, and demonstrate learning

A2.4 Forms, Conventions, and Techniques

demonstrate an understanding of the forms, conventions, and techniques of digital and media texts, consider the impact on the audience, and apply this understanding when analyzing and creating texts

A2.5 Media, Audience and Production

demonstrate an understanding of the interrelationships between the form, message, and context of texts, the intended audience, and the purpose for production

A2.6 Innovation and Design

select and use appropriate digital and media tools to support the design process and address authentic, relevant, real-world problems by developing innovative solutions

A3 Applications, Connections, and Contributions

A3.1 Cross-Curricular and Integrated Learning

explain how the knowledge and skills developed in this grade support learning in various subject areas and in everyday life, and describe how they enhance understanding and communication

 

Strand C: Comprehension: Understanding and Responding to Texts

C3 Critical Thinking in Literacy

Grades 4-5: make local and global inferences, using explicit and implicit evidence, to extend their understanding of various texts

Grade 6: make local and global inferences, using explicit and implicit evidence, to develop interpretations about various texts and to extend their understanding

 

Strand D: Composition: Expressing Ideas and Creating Texts

D1. Developing Ideas and Organizing Content

D1.1 Purpose and Audience

identify the topic, purpose, and audience for various texts they plan to create, and explain why the chosen text form, genre, and medium suit the purpose and audience, and how they will help communicate the intended meaning

D1.2 Developing Ideas

generate and develop ideas and details about various topics, such as topics related to diversity, equity, and inclusion and to other subject areas, using a variety of strategies, and drawing on various resources, including their own lived experiences

D1.3 Research

Grade 4: gather information and content relevant to a topic, using a variety of sources and strategies, and record the sources of information

Grade 5: gather and record information and content relevant to a topic, using multiple textual sources; verify the reliability of sources, using simple criteria; and record the creator and source of all content created by others

Grade 6: gather information and content relevant to a topic, using multiple textual sources; summarize the information; verify the reliability of sources; and record the creator and source of all content created by others

D1.4 Organizing Content

Grades 4-5: select and classify ideas and collected information, using appropriate strategies and tools, and sequence content, taking into account the chosen text form, genre, and medium

Grade 6: classify and sequence ideas and collected information, using appropriate strategies and tools, and identify and organize relevant content, taking into account the chosen text form, genre, and medium

 

 

 

 

License

Discovering Digital Media Literacy - Teacher Textbook Copyright © by MediaSmarts. All Rights Reserved.