Your students have already heard that screens are bad for them and that they should try harder. Neither half helps. Four complete days that hand them the five design features they can see in any app, the setting behind each one, and a plan small enough to keep. Written for a general-education class and ready to print.
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Four days that start from the settings rather than from willpower. Day 1 names five design features somebody chose — autoplay, infinite scroll, notifications, streaks and counts — two that keep the screen going and three that bring you back, and it pairs each one with the setting behind it. Friction is the last idea of the day: designers work to remove it, and a student can put some back.
Day 2 asks the only honest question about time, which is what the hour came out of. The sharpest comparison in the unit is here: the same forty minutes as one sitting, or as eighteen separate pickups. Day 3 is the research day, and it teaches students to read a finding instead of handing them a conclusion — a small effect is real and tiny at the same time, an average describes a group and cannot describe you, and together is not the same as caused.
Day 4 is the plan. The settings that keep working while you are asleep beat the ones that need you awake and deciding, and use that gets in the way of sleep, school or being with people is named by what it blocks — never by a number of hours. Everything follows the same open-and-teach folders as the rest of the line: 00 Start Here / 01 Present / 02 Student Handouts / 03 Scenarios / 04 Activities / 05 Assessment / 06 Answer Keys, and every student page uses short, complete sentences.
Two students open the same video app on the same Tuesday night. One watched for an hour and a half; one watched two videos. Their settings are printed side by side, so the difference is visible rather than asserted. Students find the settings that differ, say what each difference did to the evening, and name the change that mattered most. Two pages, with a key that gives a sample answer for every question and says when to give the point.
Page one of four real files out of the download, exactly as they print.
Thirteen slides a day, low text, with the icons and layouts built as real shapes rather than flat images. Recolor them to match your room, or delete any of them.
One page per day with a word bank of that day's ten terms and real room to write. Editable Word and print-ready PDF, and every one has a complete key.
Two long-form cases, two pages each. Every app, person and number in them is invented, and no student is ever asked to report their own use.
Six made-up screens printed on the sheet. For each one, students name the design feature and write what it does — then Day 4 turns the same move into a plan they could actually keep.
Somebody designed it, and you can change what it does. The unit hands students the settings and the words for what the design is doing, and starts there instead of with willpower.
It names mental health directly, then teaches students to read a finding: a small effect is real and tiny, an average cannot describe you, and together is not caused.
Every written question ships with what to look for, a model response, and what else to accept or reject.
Every activity was costed against real reading and writing rates. All four days come out at 41 minutes of work inside a 45-minute period.
Every app, person and number is invented. Nothing sets a target number of hours, and no student is asked to report their own use. Use is named by what it gets in the way of.
Print-ready PDFs plus five self-grading Google Forms™ for the quiz and all four exit tickets.
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Leave a reviewInstant download right after checkout. You get editable PowerPoint and Word, print-ready PDF of everything, and the links for the self-grading Google Forms™.
You don't need to. Day 3 teaches students to read a finding rather than handing them a conclusion, and the speaker notes tell you what to say. The READ FIRST guide says exactly what to print and when, and every page has a key.
Nothing here sets a target number of hours, and no student is asked to report their own use. Every card is about a made-up student, and Day 4 names problematic use by what it gets in the way of — sleep, school, being with people — never by a number.
So has everyone, and this unit does the opposite. It hands them the five design features, the setting behind each one, and the words for what the design is doing.
Each day is one bell ringer, one deck, one activity and one exit ticket, measured to fit a 45-minute period — all four come out at 41 minutes of work, with four minutes spare.
It sits after the four lessons, not inside them. The quiz is about 25 minutes and all four periods are full lessons. Run it as a Day 5 in class or set it as a take-home with the Google Form. Either way you already have a grade for every student from the four exit tickets.
It is a general-education unit, so it maps onto reading, writing and speaking standards alongside health and ISTE codes rather than a computer science framework: RI.9-10.1 and RI.9-10.8, W.9-10.4, SL.9-10.1 with the 11-12 equivalents, Health 2.12.1, 3.12.1, 3.12.3, 6.12.1 and 6.12.3, and ISTE 1.1.d and 1.2.c. The Skills Map lists what students learn each day, with every code checked against its official wording, plus a ready-to-paste prompt for your own state.
Yes. The Digital Citizenship Unit Bundle holds this unit and seven more — 27 teaching days and 279 files in one download, for less than buying them one at a time.