
Health • 50 • 25 students • Created with AI following Aligned with New Zealand Curriculum
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I want a lesson on cannabis (marijuana) for my year 12 health class. I have already planned a 'do now' to do a padlet where they reflect on what they learnt from our quiz on cannabis, what they want to learn today, and what they already know prior to any lessons from me about cannabis. After that I have a very basic slide about cannabis planned to go over the basics of what the drug is and how it interacts with the brain. I would be really keen to do an 'escape room' - I have an escape room map with 7 rooms on it...enough for 7 challenges for groups to do. Could you come up with challenges that include learning about marijuana / cannabis in NZ (perhaps each room is a theme? Like one room could be cannabis and the law, and another room could be cannabis and it's impact on hauora) - it would need supporting resources though to provide them with accurate information.
Students build on their prior cannabis quiz and Padlet reflections by investigating cannabis through seven evidence-based challenges. Working collaboratively, they connect cannabis with hauora, risk and protective factors, decision-making, the law, and personal, interpersonal and societal influences.
Students will:
I can:
0–5 min · Padlet do now. Teacher opens the opening and Padlet prompt slide and reminds students not to disclose personal experiences or identify others. Students post: what they learnt from the quiz, what they want to learn today, and what they already know about cannabis, then silently scan two anonymous responses.
5–12 min · Establish the foundations. Teacher uses the cannabis basics and brain slides to explain cannabis as a plant-based drug, the difference between THC and CBD, and that THC can affect memory, attention, reaction time, judgement, mood and coordination; clarify that effects vary with dose, potency, age, frequency, context and the individual. Students complete the “key idea” boxes on the Cannabis Codebreakers investigation sheet and ask questions for the class parking lot.
12–15 min · Brief the codebreakers. Teacher places students in seven groups of three or four, assigns roles (reader, evidence checker, recorder and spokesperson), and explains that each group begins at one room and has approximately three minutes per challenge before rotating. Students read the success criteria and understand that a code is earned only when their answer is justified with evidence, not guessed.
15–36 min · Seven-room escape investigation. Teacher displays the escape-room instructions and rotation timer and circulates, questioning groups with “What is your evidence?” and “Who is affected?” Students rotate through the seven rooms, recording answers and codes on the seven-room recording grid:
36–44 min · Connect the evidence. Teacher pauses the timer and uses the whole-class connection-map slide to model: influence → consequence for hauora → strategy. Groups share one strong connection from their room; the class challenges unsupported claims respectfully and adds connections between rooms. Students improve one answer on their worksheet using “This matters because…” or “This strategy addresses the influence by…”.
44–50 min · Plenary and exit check. Teacher displays the final reflection and exit-ticket slide and collects the individual exit response. Students answer: “Choose one cannabis-related influence. Explain one possible consequence for hauora and recommend a strategy, showing how the strategy addresses the influence.” They also rate their confidence from 1–5 and write one question still needing investigation.
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