Play-It-Safe
Play-it-safe is an exciting new interactive computer board game which has been developed with, and underpinned by, the learning outcomes of the Life Orientation Learning Area of the National Curriculum Statement. The game can be played by individuals, small groups (up to 6 learners) or a whole class using a white board or interactive whiteboard.
Play-it-safe promotes safer sex, providing facts about relationships, assertiveness, how infection is transmitted, and what constitutes risky behaviour. Furthermore it presents choices and dilemmas, the consequences of which require careful consideration and debate. Embedded in the game are opportunities to practise assertiveness, challenging some current unhealthy practices, whilst at the same time building self esteem.
By debating and discussing sexuality in the context of the ground rules of mutual respect and a non-judgemental attitude, those using Play-it-safe will confront their own and others’ beliefs and values and develop acceptance and tolerance of personal preferences, and religious and cultural diversity in a sexual context. Play-it-safe increases knowledge of sexual health matters, empowering young people to protect themselves from sexual health breakdown, helping them to build self esteem, in addition to developing acceptance of the beliefs and values of others.
The supplementary teacher resources and activities strengthen the empowerment component, enabling young people further to practice negotiation skills and arrive at informed decisions regarding safer sex in their relationships. Information about different cultural attitudes and beliefs is included in the resources.
As delaying sexual relationships is known to have a positive impact on life choices and health, Play-it-safe is clear about the level of skill and maturity required in sexual relationships. The game presents some strategies for delaying sexual contact and negotiating safer sex as a choice. The game explores the consequences of many choices open to young people, the impact of peers and peer pressure, the effects of alcohol and other substances on behaviour, traditional beliefs and practices and the media.
The game includes an assessment function where learners complete interactive activities about concepts learnt in the game. The programme keeps track of learners’ progress and can be used for formative and summative assessment purposes by educators.
Level: Senior – FET Phase
NCS Learning Outcomes:
Life Orientation: Health Promotion, Social Development, Personal Development, Personal Well being
CD-ROM Format: Windows, Linux




