Beat Modules is a gamified PSHE platform that is inclusive for all learners

We bring together short videos featuring young people, interactive games and practical scenarios on vaping, positive masculinities and digital addiction. Pupils question claims, explain choices and practise responses, with teachers guiding the discussion.

Designed to complement your existing PSHE curriculum.

Award-winning startup

☆

Over 900 students reached

☆

90% student recommendation rate

☆

Award-winning startup ☆ Over 900 students reached ☆ 90% student recommendation rate ☆

Strengthen your existing PSHE provision

Some schools use Beat Modules in timetabled lessons. Others use it for a drop down day, a targeted year group or early intervention.

  • A Beat Modules question asking pupils to challenge a claim about role models

    Pupils take part and explain their thinking

    Short videos featuring young people, games and practical scenarios give pupils opportunities to question a claim, explain a choice and practise a response.

  • The opening page of a Beat Modules teacher lesson plan with learning objective and outcomes

    Staff teach with confidence

    Teachers are busy and PSHE covers difficult topics. Clear learning aims, key vocabulary and suggested questions give staff a practical starting point for preparation.

  • The Beat Modules impact page showing sessions delivered, classes finished and pupils reached

    See what pupils understand

    Check pupils’ starting points, then use questions, classroom discussion and exit tasks to assess what they can explain and apply.

See what pupils and teachers will use

The pupil experience

The teacher experience

Choose a module for your pupils

Explore the topic, key stage and supporting resources to see where each module fits your teaching.

Partners and supporters

  • Sci-Tech Daresbury
  • University of Liverpool
  • Civic Health Innovation Labs
  • UnLtd, the foundation for social entrepreneurs
  • Future Club, Start-ups for Success, awarded 2026
  • Tech Climbers logo
  • Digital Isle of Man logo, organiser of the Isle of Man Innovation Challenge

What teachers have told us

  • St Julie’s Catholic High School logo

    “The Beat The Vape session was an extremely informative and interactive session for students that engaged them instantly with a pertinent issue for teenagers across the country. The mini-game enabled students to participate in an interactive quiz. This competitive style activity allowed students to participate in a discussion around stereotypes about vaping, and some were startled by the true statistics.”

    Matthew Mottram, Head of Year 10, St Julie’s Catholic High School

  • Farney Close School logo

    “The short form videos and gamification methods used to deliver the content enabled students to engage well throughout the timeframe. … Having this idea of having this platform to teach PSHE is super exciting.”

    William Frost, Teacher, Farney Close School

  • Calday Grange Grammar School logo

    “Well organised, great communication beforehand and age-appropriate. The interactive element is very appealing to the age group, too. Lots of different tasks – the students enjoyed the competitive element.”

    Simon Connely, Head of PSHE, Calday Grange Grammar School

Watch, discuss and put learning into practice

A clear lesson structure helps teachers turn video content into purposeful learning. Pupils explore a scenario, discuss what is happening and practise a response, with time to reflect on their reasoning.

Watch

Short videos featuring young people introduce an issue or perspective.

Discuss

Pupils question claims and explain their thinking, with the teacher addressing misunderstandings.

Practise

Games and scenarios ask pupils to weigh up choices and rehearse responses.

Reflect

Teachers use questions and reflection to check understanding and decide what to revisit.

Four young people sit in a row on a stage, reading through scripts together during a rehearsal for the Beat Modules films.
A pupil using Beat Modules on a classroom computer
A pupil wearing headphones using Beat Modules on a computer

Young people help shape the language, scenarios and videos, giving teachers a relevant starting point for discussion.

Shaped by young people, used in real classrooms

Case study: Farney Close School

“The platform is very friendly for both students and teachers.”

William Frost, Teacher, Farney Close School

School context

Farney Close is a specialist SEND school for pupils with SEMH and trauma.

What was delivered

The school used Beat the Vape and Positive Masculinities.

What staff observed

The class teacher reported that the short videos and games kept pupils engaged throughout the session.

Built for SEND and alternative provision

Read aloud, coloured reading overlays, anonymous login, and short videos and games in place of long text.

Questions schools ask

 

Find the right module for your school!