Beat Modules is a gamified PSHE platform that is inclusive for all learners

We bring together short videos featuring young people, interactive games and practical scenarios on vaping, positive masculinities and digital addiction. Students question claims, explain choices and practise responses, with teachers guiding the discussion.

Designed to complement your existing PSHE curriculum.

Award-winning startup

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Over 900 students reached

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90% student recommendation rate

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Award-winning startup ☆ Over 900 students reached ☆ 90% student recommendation rate ☆

Try it for free

Step into a real lesson, exactly as your students see it.

See what students and teachers will use

The student experience

The teacher experience

Choose a module for your students

Explore the topic, key stage and supporting resources to see where each module fits your teaching.

Partners and supporters

  • Sci-Tech Daresbury
  • University of Liverpool
  • Civic Health Innovation Labs
  • UnLtd, the foundation for social entrepreneurs
  • Future Club, Start-ups for Success, awarded 2026
  • Tech Climbers logo
  • Digital Isle of Man logo, organiser of the Isle of Man Innovation Challenge

Don’t take our word for it

What teachers, students and parents are saying

Strengthen your existing PSHE provision

Some schools use Beat Modules in timetabled lessons. Others use it for a drop down day, a targeted year group or early intervention.

  • A Beat Modules question asking students to challenge a claim about role models

    Students stop switching off

    Short, relatable videos made with young people, plus puzzles, quizzes, mini games and real-life scenarios in every module. Teacher-led discussion throughout keeps it enjoyable and meaningful.

  • The opening page of a Beat Modules teacher lesson plan with learning objective and outcomes

    Teach PSHE with confidence

    Evidence-based lessons, kept up to date with the statutory RSHE guidance so you don’t have to. Any non-specialist teacher can run the digital sessions and support discussion with minimal prep.

  • The Beat Modules impact page showing sessions delivered, classes finished and students reached

    Evidence of impact, ready for Ofsted

    See what students knew before and after each lesson, and which classes have covered what. Download it as a report to share with senior leaders and Ofsted.

Watch, discuss and put learning into practice

A clear lesson structure helps teachers turn video content into purposeful learning. Students explore a scenario, discuss what is happening and practise a response, with time to reflect on their reasoning.

Watch

Short videos featuring young people introduce an issue or perspective.

Discuss

Students question claims and explain their thinking, with the teacher addressing misunderstandings.

Practise

Games and scenarios ask students to weigh up choices and rehearse responses.

Reflect

Teachers use questions and reflection to check understanding and decide what to revisit.

Four young people sit in a row on a stage, reading through scripts together during a rehearsal for the Beat Modules films.
A pupil using Beat Modules on a classroom computer
A pupil wearing headphones using Beat Modules on a computer

Young people help shape the language, scenarios and videos, giving teachers a relevant starting point for discussion.

Shaped by young people, used in real classrooms

Case study: Farney Close School

“The platform is very friendly for both students and teachers.”

William Frost, Teacher, Farney Close School

School context

Farney Close is a specialist SEND school for students with SEMH and trauma.

What was delivered

The school used Beat the Vape and Positive Masculinities.

What staff observed

The class teacher reported that the short videos and games kept students engaged throughout the session.

Built for SEND and alternative provision

Read aloud, coloured reading overlays, anonymous login, and short videos and games in place of long text.

Questions schools ask

 

Find the right module for your school!