Students will explore how technology can enrich lives as well as undermine wellbeing.
Technology like video games, phones and apps, can make life more enjoyable, help us learn new skills, and connect with others. At the same time, they will consider how technology can affect our sleep, focus, and overall wellbeing if we spend too much time on it or use it in unhealthy ways.
NZ teens spend about 90 minutes a day gaming (IGEA, 2023)
1 in 4 have made in-game purchases
Many teens play late at night, affecting sleep
Some teens find it hard to stop gaming or feel anxious when not playing
Teens often spend 2–3 hours a day scrolling social media, sometimes leading to “doomscrolling”
What thoughts do you have on these stats?
You will recieve a scenario from your teacher. As a group read it over and then answer these questions:
What is positive about their digital habits?
What could be concerning?
How might their habits affect spending, sleep, attention, or mental wellbeing?
What are some possible steps to improve habits?
According to the graph, what is the most significant activity that people enjoy in game-related content?
One person says she can "escape from reality." What does this mean?
Explain the fine line where this escape moves from enriching to undermining?
If a government or school board were using this data to create a youth wellbeing policy, should a policy promote 'Achieving' or 'Socialising'?
To avoid harm, should they monitor 'Exploring' or 'Getting lost in a story'?"
We will be watching "The Social Dilemma". As you are watching consider two things- you will be quizzed on this after.
1. The Business Model- how are you being used to make someone else rich?
2. The Decay of Mental Health and Truth - how is society being impacted?
Note: Teachers you will need a netflix account