Full lesson | Create for a teacher a set of content for giving a lesson, beginning with the lesson plan. Each new block of materials must begin with an H1 heading (other subheaders must be H2, H3, etc). When you describe required pictures, write those descriptions in curly brackets, for example: {A picture of a triangle} |
Which subject | Health |
What topic | Effects of Gaming, social media, streaming |
What length (min) | 30 |
What age group | Year or Grade 5 |
Class size | 20 |
What curriculum | |
Include full script | |
Check previous homework | |
Ask some students to presents their homework | |
Add a physical break | |
Add group activities | |
Include homework | |
Show correct answers | |
Prepare slide templates | |
Number of slides | 5 |
Create fill-in cards for students | |
Create creative backup tasks for unexpected moments |
Health
Effects of Gaming, Social Media, Streaming
Year 5
30 minutes
20
This lesson aligns with the Australian Health and Physical Education Curriculum, focusing on personal, social, and community health.
Step Number | Step Title | Length | Details |
---|---|---|---|
1 | Introduction | 5 mins | Briefly introduce the topic. Discuss what gaming, social media, and streaming are. Engage students by asking their experiences. |
2 | Presentation on Effects | 10 mins | Present key points on the positive and negative impacts of gaming, social media, and streaming on mental and physical health. Use visuals if available. |
3 | Printable Card Activity | 10 mins | Distribute printable cards to each student. Instruct them to fill out their thoughts on gaming, social media, and streaming, considering both positives and negatives. |
4 | Collecting Responses | 3 mins | Walk around the classroom and collect or randomly check what students have filled in on their cards. Ensure a mix of positive and negative observations. |
5 | Wrap-Up Discussion | 2 mins | Summarize key takeaways from the lesson. Encourage students to think about their own screen time habits. |
Students will be asked to journal about their gaming or social media use for a week, reflecting on how it affects their mood, physical activity, and social interactions. The journals will be submitted for review without presenting them in front of the class.
"Hello everyone! Today, we’re going to talk about something we all know a lot about—gaming, social media, and streaming! Can anyone tell me what they think gaming is? (Pause for responses) Great answers! And how about social media? (Pause for responses) Fantastic! Now, who can share what they enjoy the most about these activities? (Encourage a few students to share)
"Now, while these activities can be fun, we’re also going to discuss how they can affect our health. Let's explore both sides of the coin!"
"Alright, let’s dive into some important information. (If you have visuals, cue them up) As we look at gaming, social media, and streaming, they can have both positive and negative effects on our mental and physical health."
"First, let’s start with the positives. Gaming can enhance problem-solving skills and teamwork. Social media helps us stay connected with friends and family, and streaming can be a great way to discover new interests and hobbies."
"However, we also need to be aware of the negatives. Too much screen time can lead to issues like eye strain, poor sleep, and decreased physical activity. Additionally, it can sometimes make us feel isolated or anxious."
"Remember, it’s all about balance! Can anyone give examples of how we can find that balance? (Pause for responses) Excellent thoughts!"
"Now, I have an activity for you! I’m going to hand out some printable cards. On these cards, I want you to take a few minutes to write down your thoughts on gaming, social media, and streaming. Think about both the positives and negatives you’ve experienced or seen."
"Use markers or colored pencils to make it colourful and engaging. You’ve got 10 minutes for this activity, so take your time. Ready? Go!"
"Time’s up, everyone! Great job on your cards! I will walk around the classroom now and I’d love for you to show me what you’ve written. I want to see a mix of both your positive and negative observations. Remember, there are no right or wrong answers—just your personal thoughts!"
(As you walk around, ensure to engage with each student about their card.)
"Thank you all for sharing! Now, let’s wrap it up. What are some key takeaways from today’s lesson? (Pause for a few responses) Yes, keeping a balance between screen time and other activities is really important."
"I want you all to take this information home and think about your own screen time habits. Maybe even make some small changes! Before we finish, I’d like to remind you about your homework. You’ll be journaling about your gaming or social media use for a week and reflecting on its effects on your mood, physical activity, and social interactions. Make sure to submit your journals without sharing them in class."
"Thanks for a wonderful discussion today, everyone!"
Question | Answer |
---|---|
What do you think gaming is? | |
How would you describe social media? | |
What do you enjoy the most about gaming? | |
Can you give an example of how gaming can enhance problem-solving skills? | |
How can social media help us stay connected with friends and family? | |
What are some positive effects of streaming that you can think of? | |
What health issues can arise from too much screen time? | |
How can decreased physical activity be a negative effect of gaming and social media? | |
Can you think of a way to find balance between screen time and other activities? | |
What are some key takeaways regarding the effects of gaming, social media, and streaming? | |
Why is it important to reflect on our own screen time habits? | |
What might you journal about regarding your gaming or social media use? | |
How could you apply what you learned today to make small changes in your daily life? |