High School & College
Students in grades 9-12 and college will examine how screen technology impacts adolescent brain development and mental health at an advanced level. This comprehensive course consists of 58 lessons that take as little as 2-3 minutes each (approximately 2.25 hours total) and can be extended to 15 minutes or more with discussions, activities, and optional supporting videos. Students will explore everything from dopamine's role in unhealthy technology use to persuasive design techniques and the attention economy—providing a complete foundation for healthy digital wellness as they transition to full internet adulthood and independence.
Meet Your Presenter
Seán Killingsworth is a digital wellness speaker and activist. He founded The Reconnect Movement in high school, which helps inspire and organize young people to create clubs on their campuses that prioritize face-to-face interactions. Sean has appeared as a youth expert on local television in Florida and gave a talk on the collective action problem of technology at PechaKucha Orlando in 2021, when he was 18 years old.
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Digital Wellness Basics
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Our Brain’s Evolution (Unit 1: Lesson 1)
During the Paleolithic period, roughly 2.5 million years ago to 10,000 B.C., our ancestors were living in a completely different world than we are today. These early humans, often called cavemen, survived by hunting and gathering their food
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Light (Unit 1: Lesson 2)
Our ancestors evolved to be incredibly sensitive to light, naturally following the rise and fall of the sun. They got a surge of energy at sunset - this helped them finish their daily tasks and get back to their caves safely before dark.
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Play & Socializing (Unit 1: Lesson 3)
Scientists have found that humans of all ages evolved to play together, and there's a good reason for this. Play isn't just about having fun - it's how we practice crucial life skills like creativity, problem-solving, negotiation, and even handling disappointment.
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Boredom (Unit 1: Lesson 4)
Our ancestors were more likely to survive if boredom pushed them to try new foods or explore new territories. That feeling of restlessness? It's your brain's way of encouraging you to discover something new.
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Dopamine (Unit 1: Lesson 5)
Here's how it works: whenever you accomplish something, learn something new, or make a discovery, your brain releases dopamine. This creates a feeling of pleasure or satisfaction that makes you want to repeat whatever caused that good feeling.
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How We Get Dopamine (Unit 1: Lesson 6)
Back in the day, our ancestors got their dopamine hits from pretty basic but essential things - eating food, drinking water, and socializing with their tribe. Now that we understand how dopamine works, we've actually designed technology to trigger this ancient reward system.
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Pleasure-Pain Balance (Unit 1: Lesson 7)
Our brains are constantly trying to maintain what scientists call homeostasis - basically, a state of balance.
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Dopamine Deficit (Unit 1: Lesson 8)
When we get too many feel-good rewards from our devices, the pleasure-pain balance will eventually tip back over to the pain side. Scientists call this a dopamine deficit state - it's like your brain's reward system has temporarily burned out.
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Dopamine Overload (Unit 1: Lesson 9)
Just like how we build tolerance to any other highly rewarding substance or behavior, our brains begin to need more and more dopamine from technology to feel the same level of pleasure. This can lead to a situation where using our devices becomes the only activity that offers enough dopamine for us to feel good – causing our brain to lose interest in other activities.
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Managing Dopamine (Unit 1: Lesson 10)
High dopamine games and apps are kind of like sugar – we can still enjoy them, but we want to think more about limiting how much we consume to stay healthy.
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Digital Wellness Intermediate
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The Adolescent Brain (Unit 2: Lesson 1)
Adolescence is also a crucial time for young people as they start to form their identities and sense of self-worth. They're more susceptible to social pressures, peer opinions, and peer comparison. It's a time when they're trying to figure out who they are and where they fit in.
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The Prefrontal Cortex (Unit 2: Lesson 2)
Think of the prefrontal cortex like a brain conductor. It's responsible for managing our cognition, emotions, behaviors, and executive functions. This means it helps us create plans and follow through on goals using targeted thoughts and actions.
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Feel-Good Hormones (Unit 2: Lesson 3)
One group of chemical messengers are nicknamed the "feel-good hormones" because of the happy feelings they produce.
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Social Comparison (Unit 2: Lesson 4)
Social comparison is a behavior where we compare certain aspects of ourselves – like our behavior, opinions, status, and success – to other people so that we can better assess ourselves.
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FOMO (Unit 2: Lesson 5)
FOMO, or the fear of missing out, isn't just regular disappointment; it's that intense feeling of anxiety or sadness when it seems like everyone else is having more fun than you.
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Social Exclusion (Unit 2: Lesson 6)
Social exclusion isn't just about being left out; it's about how technology can create new ways of making people feel isolated or less important.
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Attention & Focus (Unit 2: Lesson 7)
Here's something that you may have already experienced: studies show that just having your smartphone nearby - even if it's face down and silent - can reduce your ability to focus. That's because technology is specifically designed to grab and hold our attention.
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Multitasking (Unit 2: Lesson 8)
Here's the thing: while modern technology encourages us to juggle multiple tasks at once - like texting while watching videos, or switching between different apps and assignments - our brains don't actually work that way.
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Navigating Video Games (Unit 2: Lesson 9)
Not all games are created equal when it comes to how they affect your brain, so let's break down the differences.
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Navigating Social Media (Unit 2: Lesson 10)
Just like with video games, social media platforms are designed to be highly reinforcing and habit forming, constantly feeding your brain with dopamine to keep you engaged for as long as possible. The reason? To hold our attention longer and show us as many ads as possible.
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Unhealthy Tech Use (Unit 2: Lesson 11)
When we constantly seek out the dopamine rewards provided by games and social media, our brains can start to rely on those dopamine hits, making it harder and harder to step away.
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Mindful Tech Use (Unit 2: Lesson 12)
The key to a healthy tech relationship is being conscious and mindful about what we consume and how much we consume.
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Managing Tech Use (Unit 2: Lesson 13)
So, what does managing technology look like in practice? It mostly involves creating boundaries.
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Digital Wellness Advanced
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Sleep (Unit 3: Lesson 1)
Sleep isn't just about rest — it's essential for healthy brain development, especially during your teenage and young adult years. When you sleep, your brain actually cleans itself, flushing out toxic proteins and carrying them to your liver for disposal
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Physical Health (Unit 3: Lesson 2)
Here's an interesting perspective: our bodies and eyes evolved for a completely different world than the one we live in now. This fundamental mismatch is why technology can be so hard on our bodies.
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Adolescent Evolution (Unit 3: Lesson 3)
Here's something interesting to keep in mind: for most of human history, people only lived to about 30 years old, with a significant portion of that time spent in adolescence. This means that as teenagers and young adults, you're experiencing a stage of life that was critically important to our species' survival.
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The Rapid Growth of Tech (Unit 3: Lesson 4)
It's easy to forget how new all this technology actually is. The speed of change has been so dramatic that it's hard to put it in historical context.
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Digital Natives (Unit 3: Lesson 5)
Digital natives are people born after 1990 who grew up in the digital age, never knowing a world without the internet.
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Generational Changes (Unit 3: Lesson 6)
Generational perspectives matter — they shape how we view technology's role in our lives and create different expectations for digital connection. By recognizing these unique experiences, we can better communicate across age groups and appreciate the distinctive challenges each generation faces
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Phone-Based Childhood (Unit 3: Lesson 7)
For generations before us, children primarily grew up in a play-based childhood. They spent most of their free time outdoors with friends, exploring neighborhoods, creating games, and learning through unstructured play.
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Learning & Memory (Unit 3: Lesson 8)
You've probably experienced what researchers call "The Google Effect" or "digital amnesia." Since we know we can look up almost anything instantly, our brains have adapted by becoming less likely to commit certain information to memory.
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The Changing Brain (Unit 3: Lesson 9)
Your brain is constantly changing throughout your entire life, right up until death. Scientists call this ability to change "neuroplasticity," and the actual growth of new brain cells is called "neurogenesis."
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Filtering Stimulus (Unit 3: Lesson 10)
A stimulus is any factor that triggers a response from us. Every day, our brains process countless stimuli — filtering what's important and what isn't.
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Real vs. Virtual World (Unit 3: Lesson 11)
Our minds evolved specifically to navigate the physical world around us. The way we interact with our environment and each other — our social behaviors, body language, and physical presence — these are deeply wired into our brains through millions of years of evolution.
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Friendships & Tech (Unit 3: Lesson 12)
In the real world, we typically have an inner circle of just 3-5 people who take up about half of our socializing time, with the rest divided among everyone else. But this raises an important question about social media or video games with social media features inside — is it really possible to meaningfully connect with online friends?
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Texting (Unit 3: Lesson 13)
Like social media, texting creates what scientists call a dopamine loop - a feedback cycle of motivation, reward, and reinforcement.
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Gender & Social Media (Unit 3: Lesson 14)
Research consistently shows that social media tends to impact girls differently than boys.
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Bias & Social Media (Unit 3: Lesson 15)
We all have biases — they're part of being human. But social media has found ways to exploit and strengthen these natural tendencies.
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Video Games Pros & Cons (Unit 3: Lesson 16)
When used in moderation, video games can enhance cognitive performance, improve reaction time, and even help reduce stress and anxiety.
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Video Games & The Brain (Unit 3: Lesson 17)
One of the most powerful tools game designers use is called intermittent reinforcement. This means rewards are delivered randomly rather than on a predictable schedule.
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Social Media Pros & Cons (Unit 3: Lesson 18)
When used thoughtfully and in moderation, social media can help us stay connected with friends and family, especially those who live far away. It can help us find communities of people who share our interests or experiences. It's also a powerful tool for learning about new topics and accessing information quickly.
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Social Media & The Brain (Unit 3: Lesson 19)
Social media platforms are incredibly effective because they tap into our brain's evolutionary need for community.
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Digital Wellness Master
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Loneliness (Unit 4: Lesson 1)
Humans evolved to be social creatures. Throughout our evolutionary history, being part of a group wasn't just about companionship — it was essential for survival.
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Nomophobia (Unit 4: Lesson 2)
What makes nomophobia particularly interesting is that it represents another paradox of technology. While most US teens report feeling nervous or anxious when they don't have their digital devices nearby, most actually feel happier when they're not using their devices.
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Paper vs. Pixel (Unit 4: Lesson 3)
From an evolutionary perspective, reading and writing are relatively recent developments for humans. Printed text exists as a tangible part of our physical world, with a clear landscape that has more "topography" compared to on-screen text.
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Tech in Schools (Unit 4: Lesson 4)
While educational technology is often considered "healthier" than entertainment tech, it's worth noting that many educational apps and platforms are deliberately gamified, still delivering those dopamine rewards we've discussed in previous sessions.
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Persuasive Technology (Unit 4: Lesson 5)
Social media platforms aren't just places to connect — they're built on persuasive technology, which is technology specifically designed to change users' opinions, attitudes, or behaviors to meet its own goals.
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Persuasive Techniques (Unit 4: Lesson 6)
Tech companies don't just stumble upon effective designs by accident. They actually employ neuroscientists and psychologists who work alongside engineers to design platforms that tap into our psychological vulnerabilities.
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Negativity Bias (Unit 4: Lesson 7)
Negativity bias is our natural tendency to register negative information more readily and to dwell on negative events longer than positive ones. Even when positive and negative experiences are equally intense, the negative ones typically have a stronger impact on our psychological state.
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Selling Attention (Unit 4: Lesson 8)
Our attention is actually a valuable resource, and video game and social media companies are competing to get as much of it as possible.
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Social Media Mechanics (Unit 4: Lesson 9)
Social media platforms use really powerful artificial intelligence, or AI, backed by huge computers that can predict how to keep us scrolling.
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Individual Challenges (Unit 4: Lesson 10)
When we use video games or social media to manage our emotions, we're fundamentally changing how we navigate our lives and relate to others.
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Societal Challenges (Unit 4: Lesson 11)
Societal challenges surrounding technology may seem overwhelming, but being aware of them is the first step toward creating technologies and practices that bring us together rather than drive us apart.
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Big Tech (Unit 4: Lesson 13)
Big Tech refers to the largest information technology companies in the world. These massive corporations have enormous economic power.
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Legislation (Unit 4: Lesson 14)
Until recently, there wasn't much regulation, or laws, for social media platforms. The main US law protecting children online, called the Children's Online Privacy Protection Act, or COPPA, was passed back in 1998 — before social media even existed.
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Whistleblowers (Unit 4: Lesson 15)
A whistleblower is someone who speaks up about wrongdoing within an organization they work for or have worked for. These individuals often face serious personal and professional risks when they decide to come forward.
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Collective Solutions (Unit 4: Lesson 16)
Throughout this series, we've explored many challenges that technology presents. But the good news is that we're stronger when we work together to address these issues.
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Individual Solutions (Unit 4: Lesson 17)
Small, sustainable changes can help you feel more in control of your relationship with technology. By strengthening your brain, body, and emotional resilience, you're better equipped to navigate our increasingly digital world on your own terms.
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