Gaming and Screen Time
By Graphene - Digital Life Lessons

This gaming and screen time lesson helps grades 7–12 students explore healthy use, gaming addiction, problematic patterns, and design tactics. Gaming gets a bad press that is not always deserved. The harder and more useful question is when gaming enhances life and when it quietly starts to erode it. Students compare healthy and problematic patterns, analyze how game design keeps players engaged, and discuss ethical questions around loot boxes, FOMO mechanics, and microtransactions. The activity avoids treating gaming as automatically harmful, giving teachers a balanced way to discuss when gaming supports wellbeing and when it may become a concern. Check my blogpost that dives a bit deeper. Useful for Mental Health Awareness Month, health class, advisory, school counseling, life skills, or any digital wellbeing lesson on gaming and screen time. This activity is part of the Wellbeing and Mental Health bundle — a set of 6 activities covering emotions and regulation, social media and mental health, gender and social media, online relationships and loneliness, and body image. 📦What's included: • Teacher guide with timing, prep notes, classroom tips, differentiation, and wellbeing/safety guidance • Optional projectable opening prompt • Four-part student activity on healthy vs. problematic use, design tactics, ethical debate, and practical strategies • Warning signs table comparing healthy use with patterns worth paying attention to • Design tactics table covering loot boxes, daily
Find it on: Teachers Pay Teachers