use of gadgets Learning Objectives • To determine the effects of online gaming and excessive use of gadgets ( cellphone, tablets, laptops etc.) • To identify addiction as of the risks of online/offline gaming ; • To suggest ways to discipline oneself in the use of gadgets, and • To value the importance of responsibility and discipline in gadgets usage • - “Technology is a useful servant but a dangerous master”
-Christian Louis Lange-
Instruction: The class will be divided into four ( The number of groups may vary depending on the number of students in a class).
• The teacher will introduce the character it would
like to buy. Each character is worth 20 points and the accessories is worth 15 points. • Using the books, notebooks, pens and pencils, each group will buy the character from the teacher. The equivalent points for each item shall be as follows: Book : 2 points Notebooks: 1 point Pen/pencil: 3 point The items found inside the classroom shall be used. • The rule of the game is simple: the groups should accumulate as many points as they can to buy their selected characters. Once the group is able to buy the character, the group should focus on “ powering – up’ the groups’ character by purchasing the accessories to the teacher. • The group with the most “powered - up” character will win. Questions: • What are your feelings after the activity? • What do you think helped the winning group succeed? • What do you think is the activity all about? • Based on the activity, what symbolizes the character, the different accessories and the money or the items used to buy the character? • Is it necessary to sacrifice important things for momentary pleasure? • As a student, what are sacrifice in favor of ones usage of gadgets and the internet? Explain. Relating the activity to online experiences • Do you have favorite online/offline games? How often do you play them? • How much time, money and effort do you usually spend powering – up your online characters? • What was the challenge in powering – up your group character? Is it the same in online gaming? • What do you think are the risks or consequences of playing online games too much? • When is the playing of online/offline games considered ‘enough’ or ‘ too much’? • What do you think are the effects of online/offline gaming addiction to online gamers? • What are the signs that a gamer is already addicted to online gaming? • If you are a gamer, will you still be aware if you are already gaming too much why or why not? Picture perfect activity: In a group, the students will act out the scenario which will be given by the teacher
• A typical classroom scenario with the teacher
discussing while the students are using their gadgets ( ex: playing games, reading stories, texting, etc.) • A busy household in the evening where the mother is asking for help in household chores while the children are busy with their gadgets. • Boding time with friend (instead of talking with each other and spending quality time, they just stay glued to their gadgets. Learning Points • Anything and everything that is abused is dangerous and the same goes with online/offline gaming. One of the great risks in online gaming is the addiction of its gamers to the game. • Gadget (cellphone) addiction happens when a child gets too caught up with playing the games that it becomes the only thing the child wants to do most of the time. Signs of addiction may include spending too much time or money, preferring to play instead of eating or sleeping, etc. • Excessive use of gadgets may affect the students’ behavior which in turn leads them to sacrifice the more important things such as their finances, academics, health, relationships etc. • Irresponsible use of gadgets sometimes urges students to pose what should be private matters ( think before you click) Evaluation : Group activity – Each group will fill in the table with the tips to be more responsible and disciplined in using gadgets.