Homeschool Guide: These lesson plans are a guide for parents. Content may contain errors — always cross-reference with official exam board specifications.
video games
FoundationHigherAll Boards
4 detailed 50-minute lessons with teaching scripts, worked examples, parent guides, and assessment criteria.
Lesson Overview
Total Lessons: 4 Tier: Foundation and Higher Duration: 50 minutes per lesson (200 minutes total) Exam Boards: AQA, Edexcel, OCR, Eduqas, CCEA
Key vocab to pre-teach: Media Studies Exam Tips — Video Games
Basic skills: reading the summary notes and answering the practice questions there
Materials & Equipment
Exercise book, coloured pens
Ruler
Printed revision notes (link below)
Internet for videos (see Resources)
Lesson 1: Introduction: video games
Duration: 50 minutes
Starter Activity (5 minutes)
Quick Recall
Write down everything you already know about video games. Then check against the key terms: Media Studies Exam Tips — Video Games. Use a mini-whiteboard or paper.
Main Content (35 minutes)
Parent/Teacher Guide: Before lesson: Read the script below. Pre-teach key vocab: Media Studies Exam Tips — Video Games. If stuck: Re-read the revision notes (link above), then break the content into smaller steps. Extension: See the Stretch & Challenge ideas in Lesson 4.
Teaching Script (35 mins): Mins 0-5 - Hook: "Today: video games. By the end you will be able to answer exam questions on it unaided. It connects to the rest of Media Studies because the ideas here recur across the spec." Mins 5-20 - Direct Instruction: Work through the core ideas below one at a time; after each, ask your student to explain it back in their own words. Mins 20-30 - Guided Practice: Model the worked example together, then let your student attempt the first practice question with guidance. Mins 30-35 - Independent Practice: 2-3 practice questions from Lesson 3 below, with immediate feedback.
First Look
Start with the revision notes summary, then attempt: explain the key ideas of video games
Plenary (5 minutes)
Check Out
Your student states one thing they learned and one question they still have about video games.
Lesson 2: Core Concepts: video games
Duration: 50 minutes
Starter Activity (5 minutes)
Review Previous Lesson
Quick recap: write 3 key points from Lesson 1 on video games. Check them against the notes below.
Main Content (35 minutes)
Key Fact: Video games are an interactive media form where players actively participate in constructing the narrative and experience, unlike passive media forms.
Key Fact: Game genres: action, RPG, FPS, sports, puzzle, simulation, adventure, strategy, horror, MMO. Genres set player expectations and guide marketing.
Key Fact: Platforms: console (PlayStation, Xbox, Nintendo), PC, mobile, and cloud gaming. Each platform has different conventions, audiences, and business models.
Key Fact: Industry structure: AAA (major studio) games have budgets of $100m+; indie games are made by small teams with limited budgets. The industry generates more revenue than film and music combined.
Key Fact: Representation in games: historically stereotyped (male heroes, sexualised female characters, underrepresented minorities). Recent games have diversified, but problems persist.
Key Fact: PEGI (Pan European Game Information) classifies games by age rating (3, 7, 12, 16, 18) and content descriptors (violence, fear, drugs, bad language).
Practice (10 minutes)
Q: explain the key ideas of video games
Answer:
Plenary (5 minutes)
Explain Back
Your student teaches the key points back to you without looking. Fill any gaps immediately.
Lesson 3: Application: video games
Duration: 50 minutes
Starter Activity (5 minutes)
Quick Recall
Recall the key terms: Media Studies Exam Tips — Video Games. Define each in one sentence.
Main Content (35 minutes)
Parent/Teacher Guide: Let your student attempt each question alone first, then compare with the model answer. Award method marks for correct working even if the final answer is wrong.
Work through the practice questions on the revision notes page for this topic.
Plenary (5 minutes)
Error Review
Review any questions answered incorrectly. Identify whether the error was knowledge, method, or reading the question.
Lesson 4: Exam Practice: video games
Duration: 50 minutes
Starter Activity (5 minutes)
Command Words
Review what these command words require: state (one point), describe (say what happens), explain (say why), compare (both sides), evaluate (judgement).
Main Content (35 minutes)
Extended Answer
Extended question: Full-Mark Response Evaluate how video games represent social groups. Refer to your CSPs. [12 marks] <div class="
Video games have historically stereotyped social groups, but contemporary games increasingly offer complex, diverse representations. Gender representation has been particularly problematic. Female characters have been underrepresented as protagonists and overrepresented as sexualised objects or passive supporting characters. The 'male gaze' (Mulvey) is evident in character design that emphasises physical attractiveness over personality or agency. However, recent games feature strong female protagonists (e.g. Aloy in Horizon, Ellie in The Last of Us) who drive the narrative and are not defined by their appearance. Ethnic representation also has a troubled history. Non-white characters have been marginalised, stereotyped, or absent. When included, they are often supporting characters or villains. Recent progress includes more diverse leads, but the industry's workforce remains predominantly white and male, affecting whose stories are told. LGBTQ+ representation is growing but still limited. Some AAA games now include LGBTQ+ characters and romance options, but they remain a small proportion of all characters. Indie games have been more progressive in representing diverse sexualities a
Exam Tips: Always identify the genre, platform, and target audience of any game CSP | Discuss interactivity and how it creates meaning differently from passive media | Use PEGI ratings when discussing regulation and audience
Common Errors: ✗ Video games are just entertainment with no cultural significance. ✓ Games are the largest entertainment industry globally, generate more revenue than film and music, shape cultural attitudes through representation, and have artistic merit (narrative, visual design, music). They are culturally significant media products. ✗ All video games are violent. ✓ While violence is common in some genres (FPS, action), many games are non-violent: puzzle games, simulation games, sports games, and narrative adventures. The diversity of game content is as broad as film or literature. ✗ Video games cause violence in real life. ✓ Research on the effects of game violence is contested. Major studies have not
Stretch & Challenge (Grade 8-9):
Synoptic links: explain how video games connects to another Media Studies topic you have studied
Real-world: research one real-world use or example of video games
Critical: "What are the limitations of the models used in video games?"
Plenary (5 minutes)
Assessment Criteria
Got it: Confident explanation + correct worked examples
Getting there: Main points OK, needs support with detail
Not yet: Confused on key concepts - re-run Lesson 2
Homework & Consolidation
Consolidation: Re-answer any Lesson 3 practice questions answered incorrectly (20 mins)
Retrieval: Write flashcards for the key terms: Media Studies Exam Tips — Video Games (10 mins)
Exam practice: One past-paper question on video games from the board websites (15 mins)
Extension: Explain video games to someone else in your own words (10 mins)