HE.4.C.2.6

Explain how technology influences personal thoughts, feelings, and health behaviors.

Clarifications

Cyber-bullying, habitual gaming, violent video games, and seat-belt alarm.
General Information
Subject Area: Health Education
Grade: 4
Strand: Health Literacy Concepts
Status: State Board Approved

Related Courses

This benchmark is part of these courses.
5008060: Health - Grade 4 (Specifically in versions: 2014 - 2015, 2015 - 2022, 2022 and beyond (current))
5002000: Introduction to Computers (Specifically in versions: 2014 - 2015, 2015 - 2019 (course terminated))
5015060: Physical Education - Grade 4 (Specifically in versions: 2014 - 2015, 2015 - 2022, 2022 and beyond (current))
5011040: Library Skills/Information Literacy 4 (Specifically in versions: 2016 - 2022, 2022 - 2023 (current), 2023 and beyond)
5002020: Introduction to Computer Science 2 (Specifically in versions: 2016 - 2022, 2022 and beyond (current))
7715040: Access Physical Education Grade 4 (Specifically in versions: 2018 and beyond)
7708040: Access Health Grade 4 (Specifically in versions: 2020 and beyond)

Related Access Points

Alternate version of this benchmark for students with significant cognitive disabilities.
HE.4.C.2.In.f: Identify ways media and the use of technology influences personal thoughts, feelings, and health behaviors, such as product placement, promoting certain brands, anti-drug campaigns, video games, and seat-belt alarms.
HE.4.C.2.Su.f: Recognize ways media and the use of technology influence personal thoughts, feelings, and health behaviors, such as promoting brands, anti-drug campaigns, video games, and seat-belt alarms.
HE.4.C.2.Pa.f: Recognize a way media or the use of technology affects an emotion or a health behavior.

Related Resources

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Student Resources

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Parent Resources

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