Student learningfor Grades K–2
Ask Two
A confident robot helper says things that are sometimes right and sometimes wrong, and children become learning owners by checking each answer in two places before they believe it.

All activities Student learning
A teen and a parent put their phones' notifications and feeds on trial, auditing which alerts actually serve them and which are engineered to pull them back, then pass sentence together on what earns a place on the screen.
A lot of screen use is not chosen; it is summoned. Notifications, autoplay, infinite feeds, streaks, and red badges are design choices meant to pull you back and keep you scrolling, and they work on adults as well as teens. This activity teaches students to see those persuasion techniques and then puts them on trial. A teen and a parent each audit their own phone: which notifications and feed features genuinely serve them (a text from a person, a calendar alert) and which are engineered hooks dressed up as helpful. Then, like a jury, they pass sentence on each one, keep, silence, or turn off, and redesign their defaults so the device serves the user instead of the other way around. The tone is balanced and empowering, not anti-technology: notifications and feeds can be genuinely useful, and the skill is telling the difference and taking back the defaults. Because parents fall for the same design, they audit alongside, making it a shared reckoning rather than a lecture.
Hook
Ask students to recall the last three times their phone buzzed. For each: "Did a person reach out to you, or did an app reach out for you?" Tally the room. Most alerts turn out to be apps, not people. Pose the trial's central question: "Which of the things on your screen did you actually choose, and which were chosen for you to keep you coming back?"
Facilitator noteThe person-versus-app distinction lands fast and hard. It reframes notifications from neutral helpers to design decisions someone made for a reason.
Explore
Students read Handout A, which names common techniques in plain terms: variable rewards (the slot-machine pull of maybe-something-good), red badges and counts that nag to be cleared, streaks that punish you for stopping, autoplay and infinite scroll that remove every stopping point, and "someone is active now" nudges. In pairs, students match each technique to an app they use and name what the design wants them to do. Debrief: these are not accidents; they are choices, and the same tricks work on adults.
Facilitator noteKeep it analytical, not preachy. Students respect being shown the mechanism and treated as capable of seeing through it, rather than being told apps are evil.
Model
Model the audit on one made-up phone. Walk through a few alerts and ask the key test for each: "Does this serve ME (a person contacting me, a real event, something I asked for) or serve the APP (pulling me back, clearing a badge, keeping a streak)?" Show the three possible verdicts, keep, silence (keep but no buzz or badge), or off, and model choosing one with a reason. Note that a few alerts genuinely serve the user and should stay.
Facilitator noteInsist on the middle verdict, silence. It prevents all-or-nothing thinking and models nuanced control: keep the information, kill the manipulation.
Apply
At home, the teen and a parent each run Handout B on their own phone: list their most frequent notifications and feed features, mark whether each serves the user or the app and which playbook technique it uses, and leave the verdict column for the next step. They open their actual settings together so the audit is real, not from memory. They compare: which hooks caught each of them, and were the adult's really so different?
Facilitator noteThe parent auditing their own phone is essential; it converts a potential lecture into a shared discovery that adults are targeted too. Expect some surprise at the parent's results.
Create
Still at home, teen and parent pass sentence on Handout C: for each audited item, record keep, silence, or off with a one-line reason, then actually change the settings. They redesign defaults, turn off nonhuman badges, disable autoplay, mute streak nags, keep person-to-person and real-event alerts, and each name one feed habit to change. They note how the phone feels different and set a date to check whether the changes held.
Facilitator notePush them to make the changes during the activity, not later. An audit that never touches the settings is just a worksheet; the learning is in reclaiming the defaults.
Reflect
Back in class, students share one notification they silenced or killed and what changed. Debrief the balanced takeaway: "Notifications and feeds can serve you, and they're designed to serve the app. Now you can tell which is which and set your phone so you decide when to pick it up, instead of it deciding for you."
Facilitator noteEnd on agency, not abstinence. The win is a device the student controls, not a student who feels guilty for having a phone.
The learning runs on paper: students can read the playbook, and audit their alerts from memory, listing the notifications they get most and judging each by the serve-me-or-serve-the-app test, then write verdicts without touching a device. The analysis of persuasion design works fully unplugged.
The audit is strongest with the actual phone: teen and parent open real notification, screen-time, and feed settings, see the true list, and change the defaults on the spot. This is the rare case where devices are the point, because the evidence (and the fix) lives in the settings.
Does it need a screen? Here the digital path clearly earns its place: the manipulation and the remedy both live in the device's settings, so seeing the real alert list and actually turning hooks off produces evidence and change that a paper exercise cannot. The reading and verdicts still work unplugged for any student without a phone.
What you should be able to see or collect if it worked.
Students name engagement and persuasion techniques in notifications and feeds, audit their own device with family, and reset defaults, media-literacy analysis of designed environments.
Families check on the review date whether the new defaults held and adjust them. In class, students carry the persuasion-design lens into analyzing feeds and recommendation systems, and connect the serve-me-or-serve-the-app test to evaluating any designed online environment.