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Presentations and Workshops (in-person or online)
For Parents and Families
Connection or Disconnection: A Conversation around Video Gaming and Screen Use
This conversation explores the relationship between screen use and video gaming. While screen time (social media, video gaming, or TV) might offer valuable social engagement during these challenging times, how do we encourage young people to foster a positive relationship with technology?

For Elementary Schools:
The StoryWalk® : Frank's Facebook Fiasco
Frank’s Facebook Fiasco follows Frank and his recently developed interest in social media and online game play using a smartphone. This initiative promotes discussion and reflection on our relationship with technology. Follow Frank as he learns about reward systems embedded in online games and social media which resemble gambling features. Frank’s Facebook Fiasco provides an opportunity to learn about and discuss risk-taking, self-regulation, peer pressure, and safer use of digital devices.



The iMinds Curriculum - for Elementary Schools
iMinds is a way of thinking about health education. It encourages young people to develop gambling literacy - the ability to live in the real world in a way that promotes well-being.
The lessons ideas fit well within the scope of BC's K to 12 curricula.
Here are some examples:
Charlie and the Chocolate Factory for Grades 4-6
This workshop explores probability through the story of Charlie and the Chocolate Factory. What is the chance that Charlie gets the Golden Ticket to tour Willie Wonka's mysterious sweets factory? How about the other children?
Probability and Games of Chance for Grades 4-6
This workshop explains the mathematical concept, probability, through games of chance. Students will develop an understanding of basic probability concepts and reflect on the relative values of things in life so that they can make better decisions around risk-taking.
Emotions, Metaphors, and Risky Behaviours for K-Grade 3
Using metaphors in storybooks to identify our emotions, this workshop helps children to explore their feelings and to build competency in regulating their emotions. This can help children to avoid risky behaviors and to make better decisions.
To see the full curriculum for elementary students:
For Highschools:
Connection or Disconnection: A Conversation around Video Gaming and Screen Use
This conversation explores the relationship between screen use and video gaming. While screen time (social media, video gaming, or TV) might offer valuable social engagement during these challenging times, how do we encourage young people to foster a positive relationship with technology?
Gaming and Gambling: The Convergence and Its Impacts
This workshop discusses the convergence between gaming and gambling. As the two industry collaborate to create more enticing video games that have in-game or in-app electronic purchases, how can we be mindful around our this subject?
Court Trial and Digital Matter for Law Studies 12
This workshop series encourages students to explore the convergence and its impacts between gaming and gambling. Students get an opportunity to learn about gambling and digital matter through their own research while simultaneously experiencing and contributing to a mock trial in class. Students also get a chance to develop critical thinking skills that may help them reduce their risk of problematic gambling in the future.
From Probability to the Gambler's Fallacy for Math 9 and Math 10
Why does probability matter? Through discussions of basic mathematical concepts of probability, students explore the effectiveness and limitations relative to gambling.
To see the full curriculum for middle and highschool students: