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Digital consciousness Digital agency 40 minutes

Choosing how you use your phone

Learning intention By the end of this lesson, students can identify a feature designed to hold attention and describe one small digital choice connected to something they value.

Time
40 minutes
How the room works
Groups of three or four
You need
A board, paper and pens

Before you start

Keep discussion about fictional users and general design rather than personal habits or content. Students should never be asked to unlock or show a device.

Read the full safeguarding note Adapting it for your class A note home for this lesson
A phone showing a low-battery warning, its cable running to a wall socket
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Why this matters

Phones and online spaces can support friendship, creativity, learning and access. They can also compete for attention in ways that are difficult to notice while they are happening. Digital agency begins with understanding that design influences behaviour and remembering that our choices still matter within the limits and pressures we face.

Skill in context Taking ownership of digital choices and navigating online spaces in ways that support your values and wellbeing.

On the skill of digital agencyTry the interactive practice
1

Open with “The unopened phone”

5 min

Use The unopened phone as an observation, not a test of self-control. Students without a phone can notice the pull towards another familiar distraction.

Read aloud

Wherever your phone is, leave it there and notice any pull to check it without judging yourself for having the urge.

Pay attention to how the pull arrives, perhaps as a thought, a movement of the hand or a question about what you may have missed.

Each time you notice it, name it quietly as "pull" and let the moment pass without needing to act on it.

If no pull appears, notice that too. The practice is simply to see what is present.

Listen for Do not treat reaching towards a pocket as failure or stillness as success. The activity is about noticing, and students may not own or carry a phone.

2

Teacher explanation

10 min

Digital agency means having a say in how technology enters your life. That agency is real, but it does not exist in a vacuum. Apps use features such as notifications, autoplay, streaks and infinite scroll because attention has value, and access to devices may also be shaped by family, school, disability and cost.

Here we notice what a digital space invites us to do, ask whether that fits what matters to us and make a choice where choice is available. Technology is neither all good nor all bad, and no student is responsible for an industry designed to keep people engaged.

Questions for the room

  • What do platforms gain when people stay for longer?
  • What can make time online feel connecting, useful, tiring or flat?
  • Where does personal choice help, and where should designers, schools or governments carry more responsibility?
3

A menu of small choices

16 min
  1. Introduce several common design features, including infinite scroll, autoplay, streaks, notifications, likes and attention-grabbing headlines.
  2. Each group chooses two features and asks what behaviour each one encourages and whose interests it may serve.
  3. Ask what a person may value in the same moment, such as connection, sleep, focus, creativity, safety or enjoyment.
  4. Groups create a menu of four or five small choices that could support those values, such as changing notifications, moving a charger, unfollowing an account or choosing a stopping point.
  5. Include choices that do not require owning a newer device, paying for an app or having complete control over the household.
  6. Gather one menu item from each group. No student needs to say what they use or intend to change.
4

Private reflection

6 min

What is one small choice that could bring a part of your digital life closer to something you value? "Nothing for now" is also an honest answer.

How they reflect Private journal

5

Closing

3 min

Digital agency can begin before any change is made. We can notice the invitation built into a screen and remember what matters to us before we respond.

Safeguarding

Keep discussion about fictional users and general design rather than personal habits or content. Students should never be asked to unlock or show a device. Respond privately through usual safeguarding routes if cyberbullying, exploitation or distressing content is disclosed.

If something a young person says gives you concern, follow your setting’s usual safeguarding route. This is not yours to carry alone.

Adapting it

Ages 13 to 15
Use concrete features from familiar apps and games, keep the menu visual and provide sentence starters for the group discussion.
Ages 16 to 18
Explore algorithms, targeted advertising, identity and the attention economy. Invite students to consider the responsibilities of platforms alongside individual choices.

In other settings

Form time
Use the unopened-phone observation, name two design features and build a short menu together.
Assembly
Introduce several attention features from the front and invite private reflection on one value students want technology to support.
Small group
Discuss a few common features and make a shared menu that includes options for different levels of access and control.

Curriculum connections

IB, ATL
Self-management: affective skills (mindfulness awareness); Research: media literacy skills (informed choices about viewing)Checked by AI review against the IB's MYP: From principles into practice, Approaches to learning (for use from September 2014/January 2015, a school-hosted copy) on 10 October 2026, not yet by a human adviser.
OECD Learning Compass
Student agency; Core foundations: health foundationsChecked by AI review against the OECD Learning Compass 2030 concept notes Skills for 2030 and Core Foundations for 2030 (2019) on 10 October 2026, not yet by a human adviser.
UNESCO SEL
Mindfulness (attention regulation); Critical Inquiry (examining how apps shape attention)Checked by AI review against MGIEP's page naming the four competencies, with their definitions from summaries of Rethinking Learning (MGIEP, 2020), which could not be opened on 10 October 2026, not yet by a human adviser.
WHO life skills
Critical thinking — assessing how media and design influence behaviour; Decision making — choosing in line with one's valuesNot yet checked against its source.
Inner Development Goals
Being: Inner Compass; Being: Self-AwarenessChecked by AI review against the Inner Development Guide's 25 skills across 5 dimensions (idg.guide, 2025) on 10 October 2026, not yet by a human adviser.

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