Gamified PSHE learning, with the teaching pack to support it

Beat Modules teacher dashboard showing the Beat the Vape, Positive Masculinities and Beat Digital Addiction modules

Choose ready-to-teach resources on vaping and positive masculinities, with separate content for KS3 and KS4.

Beat the Vape

Pupils learn about vaping and nicotine dependence, question misleading claims and see how social and commercial pressure shapes choices. They practise assertive responses and know where to find a trusted adult.

The Beat the Vape learning journey

Both key stages have three lessons. KS3 moves from checking health claims to recognising influence and choosing a response to pressure. KS4 develops causal explanations, tests what evidence supports and builds a practical plan.

  • Personal safety and managing risk

    KS3 · Session 1

    Explain aerosol and dependence, question an unsupported claim, and give a safe response.

  • Online safety, media literacy and early coping awareness

    KS3 · Session 2

    Recognise promotional clues, notice habits and compare practical alternatives and costs.

  • Managing influence, refusal skills and trigger awareness

    KS3 · Session 3

    Compare refusal strategies and connect a trigger with a coping response and support.

  • Health choices and wellbeing

    KS4 · Session 1

    Explain how dependence works and evaluate health claims with appropriate uncertainty.

  • Media literacy and responses to pressure

    KS4 · Session 2

    Analyse linked commercial clues and justify a response when social pressure continues.

  • Triggers, behaviour change, coping and support

    KS4 · Session 3

    Use knowledge and skills, surroundings and motivation to explain a barrier. Build an if then plan, name support and revise it after a setback.

Positive Masculinities

Pupils explore expectations of boys and men, online influence and respectful relationships, with clear teaching on sexism, misogyny and harm to women and girls.

The Positive Masculinities learning journey

The sessions build knowledge and give pupils opportunities to apply it. KS3 follows Recognise, Analyse, Act. KS4 asks pupils to analyse evidence, evaluate explanations and apply their understanding to more complex decisions.

  • Where do our ideas about boys and girls come from?

    KS3 · Session 1 · Recognise

    Recognise beliefs and stereotypes, explain their effects and justify a fairer alternative.

  • Who makes the rules?

    KS3 · Session 2 · Analyse

    Analyse how peer pressure and online messages reinforce expectations. Explain positive influences.

  • What choices can we make?

    KS3 · Session 3 · Act

    Examine wellbeing, manipulation and conflict. Compare bystander responses and justify a safe choice.

  • Beliefs, evidence and systems

    KS4 · Session 1

    Build on the KS3 foundations by analysing evidence and how wider expectations reinforce beliefs.

  • Relationships, harm and responsibility

    KS4 · Session 2

    Apply concepts to more complex relationship and online situations, including consent, coercive control and image-based harms.

  • The full system and personal agency

    KS4 · Session 3

    Evaluate how social influences, body-image pressure and personal choices interact, and justify responses to more complex situations.

Beat Digital Addiction

Our next module will address the design features, commercial pressures and online messages that shape digital habits. Planned learning connects critical media literacy with personal boundaries, privacy and knowing when to seek human support.

A complete teaching pack for every available module

The pack gives classroom teachers, PSHE leads and school leaders a shared view of the learning. These documents accompany each available module and the relevant key stage.

Create space for discussion and reflection

  • Chain Link game on the Beat Modules platform, where pupils choose the right answers to build a chain

    Chain Link

    Pupils choose the right answers to build their chain. One wrong answer and the chain breaks, so every claim gets a second look.

  • Masculinity Invaders game on the Beat Modules platform, asking pupils to shoot the sexist statements and leave the facts alone

    Masculinity Invaders

    Some statements are sexist. Others are facts or fair principles, even though they are about gender. Pupils shoot the sexism and leave the facts alone.

  • Red Flags game on the Beat Modules platform, asking pupils to describe the red flag in a clip

    Red Flags

    Pupils watch a clip, then describe the red flag in a sentence or two: the manipulation or control hiding under the surface.

  • A short Beat Modules video featuring a young person, titled How beliefs are learned, and what else is possible

    Videos featuring young people

    Short videos give the class a shared starting point. Teachers pause at planned points to hear different perspectives.

  • Pupil survey question on the Beat Modules platform asking what motivates young people to try vaping

    Check starting points

    Short survey questions show what pupils think before the teaching starts, so staff know which ideas to explain or revisit.

  • Mind Reset Zone on the Beat Modules platform, a two minute guided breathing exercise

    Mind Reset Zone

    A two minute guided breathing exercise pupils can use to recharge before the next challenge.

See the learning before choosing a module