The Screenagers Project Logo


Screening and Class Discussion


< Curriculum


Themes & Ideas





Social Media

Video Games

What Students Will Uncover

Students reflect on their own use of technology, becoming aware of the positive and the negative impacts of technology in their lives. Students will become aware of their assumptions about technology and will be given resources to reconsider or reinforce those assumptions.

Lesson Overview

Students will engage in a short discussion to surface some of their initial beliefs about the technology present in their day to day lives.

Students will then watch the classroom version of Screenagers: Growing Up in the Digital Age, (46 mins), a film that examines the impact of technology — in particular social media, video games and the internet — on their academic, personal and family lives.

Post viewing, educators can choose to:

  • Lead class with this lesson plan, hosting a discussion and facilitating short activities covering all the main themes of the film. This guide particularly explores how student perspectives may have changed following the viewing.


  • Host a brief discussion using this overview guide and then switch into our more in-depth lesson plans that dive deeper into particular themes from the film.

Lesson Objectives

Students will be able to:

  • Identify both the positive and negative impacts of the tech in their lives
  • Reflect on their own use of technology in school, at home and in their social lives — thinking about how it impacts their relationships with those around them
  • Compare their own experiences with those of the subjects in the film, utilizing empathy and understanding

Lesson Materials



This section is intended for the educator, providing them with information about the film, its themes and topics, as well as tips for how to lead students in an impactful discussion.

About The Film

Runtime: 46 minutes

Are you watching kids scroll through life, with their rapid-fire thumbs and a six-second attention span?

Physician and filmmaker Delaney Ruston saw that with her own kids and learned that the average kid spends many hours a day looking at screens. She wondered about the impact of all this time and about the friction occurring in homes and schools around negotiating screen time — friction she knew all too well.

In Screenagers, Delaney takes a deeply personal approach as she probes into the vulnerable corners of family life, including her own, to explore struggles over social media, video games, academics and internet addiction.

Through poignant and unexpectedly funny stories, along with surprising insights from authors, psychologists and brain scientists, Screenagers reveals how tech time impacts kids’ development and offers solutions on how to best empower kids to navigate the digital world and find balance.

The Film in Context

The first Screenagers film is about how the digital age impacts the physical and mental wellbeing, learning and relationships of adolescents. The film aims to help teens and families minimize the harmful impacts of technology, find creative ways to utilize technology and help each other find balance between their online and in-person lives. It covers brain development, how school districts are using tech, video game addiction, the pressures of social media and creative ways to use and manage our devices.

The film includes stories from parents, teens and teachers and showcases the work of researchers who study technological impacts on the adolescent brain and social life. It combines personal stories with scientific data to provide viewers with a well rounded impression of our digital age and some evidence-based solutions to tech-related issues.


Lesson Introduction

Explain to the students that today you will be discussing the impact of technology and devices in our everyday lives and watching a film that explores this subject.

Begin the lesson by hosting some general discussion questions with students about technology in their day-to-day lives, aiming to surface the beliefs and attitudes of students.

Pre-Screening Questions

Invite students to share their answers with the class. Educator makes notes on the board.

  1. What, if any, games, apps and websites do you use? Which are your favorites? Are there any that you are restricted from by parents / guardians? Why do you think they are restricted?
  2. How much of an impact do you think technology has on your relationships with friends or family members?
  3. Is there anything about the technology you use, or the way you use it in your day-to-day life that makes you feel unhappy or you think could be unhealthy for you?

Have your students fill out this SURVEY (Download - English // Spanish) before the screening. They will revisit it after the screening to see if any of their answers have changed.

Before The Movie

"We are going to watch a film called Screenagers." Why do you think the filmmaker chose this title? What predictions do you have about what will be in the film? Make notes on the whiteboard for review.

Ask students to take notes while watching, using the note-taking sheet provided (Download - English // Spanish). Inform students that their notes will be important for discussions and activities after viewing. Encourage them to pay particular attention for:

  • Information and quotes from expert speakers in the film.
  • Personal stories and insights from the subjects of the film.
  • Interesting facts and statistics presented.

Play The Film

Play Film Not available in preview

Lesson Activities

Post-Viewing Discussion

Engage the students in a short discussion of the film they have just watched, asking them to refer to their notes.

Begin with asking students...

Did you have predictions for what you'd encounter in this film? Were your predictions accurate?
What moments from the film were most memorable or powerful to you?
Could you relate to any of the subjects in the film? What about them or their story was relatable?
Did any parts of the film make you think about your own relationship with the tech, games, apps, etc. in your life (refer to the earlier whiteboard list for suggestions)?

Activity 1

plus symbol

Reviewing and re-ranking tech activities (20-25 minutes)

  1. Split the class into groups of about 3-4 students. Ask each group to nominate one person as the notetaker and presenter for the group.
  2. Ask them to review the rankings they gave each tech-related activity in the list they examined as a class before the screening.
  3. Ask them to re-rank any of the activities as they see fit after having watched the film.
  4. Ask them in their groups to agree on their new ratings. The educator should circulate between groups supporting their discussions and helping mediate any differences of opinion.
  5. Have the presenter from each group read out what their new rankings are while the educator makes notes on the white board.
  6. Have all students return to their seats. The educator will briefly review the rankings generated, identifying common results between groups and encouraging positive contributions (e.g. "I like using my smartphone to message with my family too" or "We also thought ____ was unhealthy").
  7. To conclude, ask students to privately write down one or two suggestions from the film they would consider bringing into their own life and routine.

Key Learning: The most powerful ally students have for developing good habits and being able to self-regulate is themself. They must learn to generate ideas and make more considerate choices for their own happiness and wellbeing.

Activity 2

plus symbol

Letter Writing (25-30 mins)

Ask students write a letter to one of the young people, parents or experts in the film whose words or experiences meant something to them. The letter might address one or more of the following questions:

  • What did your letter recipient's story, experience or the information they shared mean to you?
  • What questions would you like to ask them?
  • What would you like them to know about you or your experience, related to what you learned about or from them in the film?

Key Learning: Students can demonstrate the ability to empathize with the experience of others and relate to them. Where else in their school, social or family lives may this ability be helpful to them?

Activity 3

plus symbol

Poster Creation (30-45 mins / homework activity)

Using the information they learned from Screenagers, along with any additional research (e.g. online research, school library), students will work together to create a mental health awareness poster, which can take a physical or a digital form, on one of the following subjects:

a) Self-control
b) Screen addiction
c) Digital citizenship

Advise students that the posters are meant to be informative for people around their own age. Students should consider the following questions when working on their posters:

  1. What is the definition of your key concept?
  2. Why is your key concept important for young people to learn about?
  3. What do others need to know about your key concept in order to promote their own and others' physical and mental wellbeing? 

Share some of these examples to get them started if needed.

  • Social Media: "Social Media is a great way to stay in touch with friends... but don't forget to spend time together in person."
  • Video Games: "Fortnite all night? Get some sleep and build your grades up, not your defenses."
  • Smartphones and Sleep: "Want to be SMART? Leave the PHONE outside your room at bedtime."

Students should incorporate statistics from the film and their own research. They might also be interested in including drawings or pictures to capture attention and convey information, and they should use clear and concise wording, so their message is understood.

Key Learning: Students demonstrate they are capable of building upon what they have learned in the film and think about how it applies to the world and people around them.

Activity 4

plus symbol

Activity 5

plus symbol

Lesson Conclusion

Summarize and conclude the lesson by highlighting some of the key ideas that came out of the discussions (particularly if attitudes and ideas changed significantly after viewing the film).

Remember to highlight that technology can be a great positive in our lives but it is important for us all to be mindful of the potential challenges it can bring forth.

Remind students that they have just proved that they can generate ideas for self-regulating when it comes to technology. This is particularly helpful if they feel that they struggle with self-regulating in their own life.

Ask students to reflect and think upon...

What sort of relationship would you like to have with your technology and devices in the future? What can you do to better achieve this balance for yourself? 
How you ensure that the technology in your life is making your relationships better and not worse?
What small and manageable changes would you consider making in the future as a result of learning more about this subject? 

Further Reading

For Educators

Heading 1

Heading 2

Heading 3

Heading 4

Heading 5
Heading 6

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.

Block quote

Ordered list

  1. Item 1
  2. Item 2
  3. Item 3

Unordered list

  • Item A
  • Item B
  • Item C

Text link

Bold text




For Students


CASEL® SEL Competencies

Our Curriculum & Lesson Plans are independently aligned by the Screenagers Team to the CASEL® SEL Competencies Framework.

  • Self-awareness: Growth mindset.
  • Social-awareness: Demonstrating empathy and compassion.
    Taking others' perspectives.
  • Self Management: Courage to take initiative.
  • Responsible Decision-making: Anticipating and evaluating the consequences of one’s actions.

AASL Standards Framework for Learners

Our Curriculum & Lesson Plans are also informed by the American Association of School Librarians (AASL) Standards Framework for Learners. For additional information and resources, including a downloadable format for the Learners Standards Framework, for AASL’s National Standards visit


  • B. CREATE — Generating products that illustrate learning.
  • C. SHARE — Sharing products with an authentic audience.
  • D. GROW — Enacting new understanding through real-world connections.
Related Movie
Screenagers: Growing Up In The Digital Age

Download Lesson

PDF Download