Lesson 2

A HEALTHY APPROACH TO CYBER-GAMING

Teacher Preparation

Key Concepts

There are benefits as well as very real dangers that accompany electronic media.

Objectives

By the end of this lesson, students should be able to:
1. Recognize the influence the Internet already has on their thinking and behavior.
2. Identify where they are on the “road to slavery.”
3. Determine at least one approach to help them get off the “road to slavery.”

Key Terms

Addictive: Any substance use or activity that becomes difficult to stop and interferes with normal, daily functioning.
Neighbor Nudge: Turn to a classmate, make eye contact and start talking about the assigned question or topic.

Background Information

Many students as well as many adults can use powerful electronic tools for good and entertainment without being in danger of losing control or becoming addicted. But some cannot. In this lesson, we want to equip you to warn students of their vulnerability to lose their personal freedom. To do this, you will use a validated, reliable assessment called the “Assessment of Internet Addiction” by Dr. Kimberly Young, adapted by the authors for this lesson and titled “Electronic Media Influence Scale.” Some paragraph text.

Materials and Preparation

The “Electronic Media Influence Scale” is in the Resources section at the end of this lesson. Please make a copy of the “Electronic Media Influence Scale” for each student. If you do not have access to a copier, you might want to write the statements on the board and have the students copy the statements on paper or into their journals and write their answers next to the statements.

Also, make a copy of the following series of statements for each of your students. If it is not practical to make the copies, follow the above alternative, having the students write the statements and their answers on paper or into their journals.

Statements

Yes

No

1.

You have one or more games on your electronic device.

2.

Sexually alluring images pop up on your device.

3.

You play one or more online games weekly.

4.

You enjoy the sexually alluring images and open files with sexual titles.

5.

Your time spent gaming increases beyond two hours/day.

6.

Your time viewing sexual images increases beyond two hours/day.

7.

When you cannot be gaming, you become irritable and grouchy.

8.

You view pornography, hiding what you are watching from others.

9.

You use gaming to escape stressful relationships.

10.

You use pornography to increase sexual excitement.

Beginning the Lesson

Introduction

About 5 minutes

[Limit the discussion to five minutes or less. 

As a start-up introduction, please ask your students to share with each other in groups of three about the Internet video games they play and which is their favorite. But discussions begin, tell them some may not play video games; for those, it is perfectly acceptable to say so. Guide the groups along to ensure the second and third persons have time to share.

After five minutes thank them for sharing, but do not take time to find out what they shared with each other. Continue with this material.]

Electronic Media Influence Scale

About 10 minutes

In our previous session, we played a game called “Simon Says—Simon Knows” and discussed that just because something is possible, it is not always a good idea to do it. We also asked the question of how do we know if what “Simon” (or someone) is asking us to do is actually good for us to do? Today, I want to give you an idea of how vulnerable you are to the dangers of the Internet.

[When you are sure your students are ready with a pen or pencil, give them each a copy of the “Electronic Media Influence Scale,” found in the Resources section at the end of this lesson. Instruct them to answer all of the questions and then add the number for each response, reaching a total score for the assessment. Tell them you will not be collecting their completed assessment and that it is only for them to use. They do not need to show their completed assessment to anyone unless they choose to do so.]

After five minutes check to discover if any have not completed the assessment and if all have totaled their scores.

 When everyone has completed the assessment and totaled their scores, read them the following key to enable them to evaluate their vulnerability to the influence of the Internet.]

0 – 30     points = Normally influenced

31 – 49   points = Mildly dependent

50 – 79   points = Moderate dependence

80 – 100 points = Severely addicted

The “Electronic Media Influence Scale” has, hopefully, given you some idea of how vulnerable you are to losing your personal freedom to the Internet.

 

Clock

= 15 minutes

Journal Activity

About 3 minutes

Write in your journal your thoughts about your score. [Give students three minutes
to write out their thoughts.]
If you are all finished journaling your thoughts, let us go to the next chapter in the
lives of our friends Derrick, Natalie, and Sam.

Clock

= 18 minutes

Story

About 5 minutes

Some paragraph text.

Clock

= X minutes

Story Emblem

Title of Some Game

About 25 minutes

Some paragraph text.

Clock

= X minutes

Slavery Discussion

Some paragraph text.

Statements

Yes

No

1.

You have one or more games on your electronic device.

2.

Sexually alluring images pop up on your device.

3.

You play one or more online games weekly.

4.

You enjoy the sexually alluring images and open files with sexual titles.

5.

Your time spent gaming increases beyond two hours/day.

6.

Your time viewing sexual images increases beyond two hours/day.

7.

When you cannot be gaming, you become irritable and grouchy.

8.

You view pornography, hiding what you are watching from others.

9.

You use gaming to escape stressful relationships.

10.

You use pornography to increase sexual excitement.

Clock

= X minutes

Ending the Lesson

Some paragraph text.

Clock

= X minutes

GOING DEEPER

Some paragraph text.

Statements

Score

1.

I stay online longer than I intend.

2.

I neglect homework to spend more time online.

3.

I prefer the excitement of the Internet to relationships with friends.

4.

I form new relationships with fellow online users.

5.

Others in my life complain to me about the amount of time I spend online.

6.

My schoolwork suffers because of the amount of time I spend online.

7.

I check my text messages or email before something else I need to do.

8.

I interrupt conversations to respond to a text message or a tweet.

9.

I become defensive or secretive when someone asks me what I do online.

10.

I block out disturbing thoughts about my life with soothing thoughts of the Internet.

11.

I find myself anticipating when I will go online again.

12.

I fear that life without the Internet would be boring, empty, and unhappy.

13.

I snap, yell, or act annoyed if someone bothers me while I am online.

14.

I lose sleep due to late-night log-ins.

15.

I feel preoccupied with the Internet when off-line or fantasize about being online.

16.

I find myself saying, “Just a few more minutes” when online.

17.

I try to cut down the amount of time I spend online and fail.

18.

I try to hide how long I have been online.

19.

I choose to spend more time online over going out with friends.

20.

I feel depressed, moody, or nervous when I am off-line, which goes away once I get back online.

Total Score: 

Clock

= X minutes

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Some paragraph text.

Clock

= X minutes

Parent-Teacher Connection

Some paragraph text.

For Family Discussion

Some paragraph text.

International School Project

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English
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