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Results for "Social Influence Approach"

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Below you will find a list of useful drug education resources. You can filter these according to your needs using the filters on the left hand side. See Getting Started for more information about how to use this site.

By default results that have the highest evidence rating, and are Australia-based, are displayed first.

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Alcohol and Cannabis Module

Climate Schools: Alcohol & Cannabis Module

Curriculum-based online program featuring an engaging cartoon-based drama.

Alcohol Module

Climate Schools: Alcohol Module

Curriulum-based prevention program featuring an engaging cartoon-based drama.

Game On - Know Alcohol

Game On: Know Alcohol

Interactive program that examines social, media and peer influences on binge drinking.

Year: Year 9–10
Get Ready: The A-Z Teacher's Guide

Get Ready

Curriculum-based drug and alcohol education program.

Year: Year 7–8, Year 9–10
Resilient Families logo

Resilient Families Program

Combined school-based and family intervention.

shahrp

SHAHRP: School Health and Alcohol Harm Reduction Project

Classroom program focused on helping students develop skills to reduce alcohol-related harms.

Botvin logo

Botvin Life Skills Training program

Skills for navigating challenging situations.

Year: Year 3–4, Year 5–6, Year 7–8, Year 9–10, Year 11–12
TND Project towards no drug abuse

Project Towards No Drug Abuse (Project TND)

Interactive drug prevention program on improving coping skills, decision-making and motivation.

Year: Year 9–10, Year 11–12
Unplugged

Unplugged program

Drug information and interpersonal skills training

Year: Year 7–8
Aussie Optimism, a school-based health promotion program

Aussie Optimism Program

Aussie Optimism is a school-based health promotion program with a positive psychology approach.

Year: Year 1–2, Year 3–4, Year 5–6, Year 7–8
Choices Applied Theatre Project to prepare students for schoolies

Choices: Applied Theatre project

Choices is an applied theatre program offered in QLD to prepares students for Schoolies.

Year: Year 11–12
Psychostimulant and Cannabis Module

Climate Schools: Psychostimulant & Cannabis Module

Curriculum-based program featuring engaging cartoons to prevent harm from cannabis, MDMA/ecstasy & methamphetamine "Ice"

Promoting helpseeking for cannabis use and mental health

Making The Link

A school-based program to promote help-seeking for cannabis use and mental health problems.

Year: Year 9–10
Pure Rush

Pure Rush: Drug Education Game

Fun, arcade-style game to educate students about drug effects and potential harms.

Year: Year 9–10, Year 11–12
logo for Aspire program

Aspire: Smoking Prevention Program

An interactive online program for teenagers that aims to prevent uptake of smoking, and reduce use for current smokers.

Year: Year 9–10, Year 11–12
eCheckup to Go

eCheckup To Go

Online tool that provides assessment and personalised feedback about patterns of use and risk.

Year: Year 9–10, Year 11–12
screengrab of gameplay

The Reconstructors: A Plaguing Problem

Students solve crimes and learn how opioids affect the body.

Year: Year 7–8, Year 9–10, Year 11–12
screengrab of gameplay

The Reconstructors: Nothing to Rave About

Solve drug-related cases by gathering evidence

Year: Year 7–8, Year 9–10, Year 11–12
Alcohol Module

Assessing Level of Risk: Class Activity

Students evaluate and consider relative risks.

Year: Year 7–8, Year 9–10
Alcohol and Cannabis Module

Being Assertive: Class Activity

Students practice being assertive.

Year: Year 7–8, Year 9–10
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