Beat The Vape

 

Three evidence-based sessions that teach students to recognise vaping manipulation, refuse peer pressure, and understand their own triggers delivered through peer-led content they actually engage with.

Why Beat The Vape Exits?

Vaping among 15-year-olds has tripled since 2018 (NHS, 2023). Traditional PSHE relies on PowerPoints and scare tactics that students tune out within minutes.

Beat The Vape delivers vaping prevention the way young people actually learn through peer-led videos, interactive educational games, and AI-powered practice scenarios.

  • Fully resourced digital sessions, ready to launch in 5 minutes

  • Engagement improved from 2/5 to 4.2/5 in our pilots

  • Effective impact reports showing knowledge gains and behaviour change

How it works?

Three Sessions, One Clear Journey

Beat The Vape consists of three 50-60 minute sessions designed to run seamlessly within standard PSHE lessons.

Session 1: Foundation knowledge through peer-led videos and competitive games.

Session 2: Spotting manipulation and practising refusal skills through AI chatbot role-play.

Session 3: Understanding personal triggers and building self-regulation strategies.

Each session builds on the previous one, with teachers receiving instant impact reports showing knowledge gains and behaviour change indicators, etc.

What’s Inside

Peer-led Short Videos

Every video is created by young people for young people. Students listen to voices that sound like them, not adults lecturing. In our pilots, engagement improved from 2 out of 5 to 4.2 out of 5.

Educational games

Chain Link competitive games, points systems, and interactive challenges. Feels like entertainment, delivers education. Students stay engaged for full 60-minute sessions.

Real-time engagement
tracking for teachers

See student knowledge gains, engagement levels, and behaviour indicators as sessions happen. Identify students who need support. Aggregate class data visible instantly.

Comprehensive
impact routes

Every session automatically generates Ofsted-ready reports showing changes in student knowledge, attitudes, and behavioural intentions. Export to PDF in one click no surveys to administer, no data entry required.

Behaviour change digital
practise scenarios

Students practice refusal skills through realistic AI chatbot conversations, building confidence through safe failure.

Teacher dashboard

Live engagement tracking during sessions shows which students are participating. Monitor progress in real-time. No extra work, automatic data collection built into the platform.

PSHE vaping
aligned curriculum

Co-developed with NHS clinicians, University of Liverpool, Oxford and Leeds researchers, and classroom teachers. Fully aligned to statutory RSHE requirements. Designed using behaviour change principles, not just information delivery.

Points and rewards
sytems

Students earn points for participation, complete knowledge quizzes, and compete on class leaderboards. Gamified learning keeps motivation high throughout all three sessions.

Our impact

100%

Schools show knowledge gains

18.7%

Increase in perceived harm of vaping

90.7%

Students recognise addiction risk post session 1

Choose your plan

All prices shown below are for a single BeatModules Package per academic year. Each module is licensed separately. Discounted pricing is available when multiple modules are purchased together.

KS3 or KS4 Package

From £500

3 sessions a Year

All videos/games included

Parent videos/resources

All AI behaviour change scenarios

Get Started

KS3 and KS4 Packages

From £800

3 sessions a Year

All videos/games included

Parent videos/resources

All AI behaviour change scenarios

Get Started

Independent Schools

Contact for pupil-based pricing

3 sessions a Year

All videos/games included

Parent videos/resources

All AI behaviour change scenarios

Get Started

Book A Demo Today

Interested in trying out Beat Modules: The Demo Is free