This is the teacher notes page identifying the outcomes addressed in these lessons. Copy each lesson link and send it to your students. For printable versions of these materials log into the teacher information section of the Department of Education.
Video gaming is a popular form of entertainment, with video gamers collectively spending an estimated 3 billion hours per week in front of their screens. Due to their widespread use, scientists are researching how video games are affecting the physical activity levels of young people. With so many young people accessing screens and gaming increasing during the NSW COVID 19 lockdown period, can video games be a part of a healthy lifestyle?
Outcomes addressed in this learning sequence include:
PD5-7 Plans, implements and critiques strategies to promote health, safety, wellbeing and participation in physical activity in their communities
All outcomes and content referred to in this unit come from the PDHPE K-10 Syllabus © NSW Education Standards Authority (NESA) for and on behalf of the Crown in right of the State of New South Wales, 2018.
Through this sequence you will explore the guidelines for physical activity and sedentary time – screen time across the lifespan. Screen time can refer to television, phones/tablet use and computer use. For the purpose of this learning sequence, you will explore screen time as video gaming. You will use personal reflection and reliable sources to draw conclusions on the positives of gaming.
Outcomes:
PD5-7 Plans, implements and critiques strategies to promote health, safety, wellbeing and participation in physical activity in their communities
In this lesson, we will use informative and opinion-based sources to build knowledge and think critically about the reward systems of the brain, the economy of the video games industry and use examples of how some parents set rules for their children around screen time and video gaming. The aim is to determine if there is a relationship between the brain and the video games industry and draw conclusions as to whom has the responsibility for the health of young people.
Outcomes:
PD5-7 Plans, implements and critiques strategies to promote health, safety, wellbeing and participation in physical activity in their communities
The World Health Organisation works worldwide to promote health, keep the world safe, and serve the vulnerable. Gaming disorder has been included in the WHO’s classifications of diseases. Once it is aware of an issue, we can make it known to the wider community. Positive and effective calls to action on keeping it real and healthy could make the difference for someone else.
Outcomes:
PD5-7 Plans, implements and critiques strategies to promote health, safety, wellbeing and participation in physical activity in their communities
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