Skip to content

Cart

Your cart is empty

Groupe d’adolescents échangeant avec un enseignant lors d’un atelier d’éducation à la vie affective, relationnelle et sexuelle au lycée.

Article: How can games become powerful tools for sex education in middle and high school?

How can games become powerful tools for sex education in middle and high school?

(and effectively support the implementation of the EVARS law)

With the implementation of the EVARS law , education about emotional, relational, and sexual life has become a central issue in middle and high schools . Three mandatory sessions per year must now be provided for each student, in order to better prevent sexual and gender-based violence, develop critical thinking skills, and promote respect among young people. But faced with this new requirement, many schools are asking themselves the same question: what concrete and effective tools can be used to address these sensitive topics?

Educational games Today, they appear as an innovative, dynamic, and accessible solution. Far from a top-down approach, educational games create a supportive and participatory environment, ideal for encouraging open discussion , stimulating reflection, and actively involving students. Used in the classroom, workshops, or school life, these tools can transform a sex education session into a constructive and impactful exchange.

In this article, we explore why and how games can become valuable tools for sex education , particularly in middle and high school. We will also see how to integrate them concretely into the EVARS curriculum , and what types of games can meet the specific needs of educational teams.

Why games are particularly effective educational tools


An interactive format that captures students' attention

Unlike traditional lectures that encourage passivity, educational games immerse teenagers in an active experience. They encourage participation from everyone, including more reserved students, by creating a less intimidating environment. The game becomes a neutral medium , allowing for the discussion of sometimes taboo subjects (consent, respect, sexuality, emotions, etc.) without judgment or excessive embarrassment.
By using playful mechanisms — challenges, cards, role-playing, cooperation — students retain the messages conveyed better and become more involved in discussions.

A gentle way to encourage open communication

Talking about sexuality during adolescence can be delicate. Games serve as a symbolic intermediary : one reacts to a card, a situation, or a rule of the game, rather than to one's own experience. This greatly facilitates expression, while also framing the discussion .
For teachers and other professionals, the game thus becomes a tool for:

  • Ask the right questions,

  • Identify preconceived ideas,

  • Clarifying key concepts (consent, contraception, respectful relationships, etc.),

  • Promote exchanges between peers.

A lever for emotional and cognitive engagement

Neuroscience confirms that learning is more effective when it involves emotions and action . By eliciting laughter, wonder, debate, or the taking of stances, play stimulates both emotional memory and critical thinking . Students are then more likely to retain messages related to sex, relationship, and emotional education (SRE) and to apply them in their daily lives.

A tool adaptable to different ages and contexts

Educational games can be used in a variety of contexts:

  • In class, as part of class time or EVARS workshops;

  • In small groups, for more focused discussions;

  • During sessions led by school nurses, educators, associations or healthcare professionals.
    Some games are specifically designed for middle school students , others for high school students , allowing the content to be adapted to the maturity level of the group and the educational objectives set.

Thanks to this unique combination of interactivity, emotion and participation, games like those in TOPLA 's Sexploration range today they constitute a powerful lever for addressing the issues of sex education with adolescents.

Sex education in middle and high school: specific challenges

Sex, relationship, and emotional education cannot be approached in the same way for all school groups. Between middle school students in the process of personal development and high school students with more defined identities, the needs, expectations, and reactions differ significantly. For these sessions to be truly effective, it is essential to adapt the messages, tools, and support methods .

Very different audiences

In middle school , students are undergoing significant physical and psychological transformation. They are discovering their emotions, their limits, and beginning to grapple with social norms. Games can then be used to lay the foundations : clear vocabulary, understanding mutual respect, learning about consent, and the differences between friendships, emotional bonds, and romantic relationships.

In high school , the stakes change: identity formation takes shape, relationships become more intense, and questions surrounding orientation, sexuality, and equality grow in importance. Here, educational tools must encourage personal expression , critical thinking, and the ability to debate respectfully. Games then become powerful tools for addressing more complex topics, while maintaining a safe and supportive environment.

Sessions often constrained by time and resources

The EVARS law mandates three sex education sessions per year , but in reality, educational teams often lack the time, training, or resources to organize them effectively. Schedules are tight, groups are sometimes large, and instructors must juggle very busy timetables.

In this context, ready-to-use educational games represent a valuable solution:

  • They are quick to set up .

  • easily adaptable to the number of students ,

  • adaptable according to level and context (whole class, small groups, workshops).

This allows us to gain efficiency , while maintaining a lively and participatory dynamic.

The essential role of supervising adults

Regardless of the tool used, the success of a session largely depends on the adult leading it . Teachers, school nurses, educators, community workers… all play a crucial role in:

  • to establish a safe and supportive environment,

  • to encourage non-judgmental expression

  • reformulate or expand upon the ideas expressed,

  • and sometimes, provide additional details or resources.

The game does not replace the adult: it serves as a trigger , facilitating participation and making dialogue more accessible. The adult, for their part, ensures that the discussion remains respectful, structured, and constructive.

Examples of effective games for addressing these topics

One of the great advantages of games is their adaptability . Some are designed for middle school students and allow essential concepts to be introduced with tact and humor; others are more intended for high school students and promote more in-depth discussions on complex subjects (consent, sexual violence, respecting boundaries, contraception, prevention of STIs, orientation, etc.).

The table below presents a selection of inclusive games suitable for different age groups, along with the key educational benefits associated with each level.

Age range

Examples of educational games

Main objectives and benefits

Ideal use case

10-12 years old (CM2 – 6th grade)

Card games about emotions, simple role-playing games, quizzes on emotional vocabulary

ex :

- Memory Emotions by Topla, ages 4 and up

-Feelings from 8 years old

• Develop empathy

• Encourage the expression of feelings

• Use clear and neutral vocabulary

In class or in small supervised groups (teacher, educator, school nurse)

12-14 years old (5th – 4th grade)

- OK not OK ,

games about the concept of consent using everyday life situations

-The Lunathèque's Consent Game

• Introduce the concepts of respect and consent

• Preventing relationship violence

• Raising awareness of respectful behavior

Class time, EVARS workshops, community outreach

14-16 years old (3rd – 2nd grade)

-Can You? 

role-playing game for ages 12 and up

• Develop empathy and tolerance

• Preventing homophobia

• Combating stereotypes

Interactive workshops, half-class sessions, health devices

15-18 years old (10th, 11th, and 12th grades)

- No taboos! From age 14

The game to learn new words, redefine those we know and break down taboos.


-Map it: the game about contraception for girls and boys

- The heart of the matter, concerning male contraception


- True or False : The quiz on Sexually Transmitted Infections

• Addressing sensitive topics through humor

• Knowing the true meaning of words misused by teenagers




• Discuss contraception and the different methods


• Correct the erroneous information that is circulating

• Develop responsible behaviors

• Learn to protect yourself and others

Professional interventions, targeted workshops, school events

18 years and older (post-baccalaureate, youth organizations)

Open debate games, structured improvisation games

ex :

- The interplay of healthy and toxic relationships

• Addressing more complex topics (sexual violence, sexual orientation, intimate life, romantic relationships)

• To encourage free and respectful speech

Universities, youth centers, local missions, associations


Integrating games into an EVARS program: practical advice for schools

Sex education games can be valuable tools for educational teams implementing the EVARS program. To unlock their full potential, it's essential to integrate them into a structured approach before, during, and after the sessions. Here are some best practices for maximizing their impact in middle and high schools.

Prepare the workshop in advance

The success of a session depends first and foremost on rigorous preparation.

  • Choose games based on age, maturity level, and educational objectives. Some games are perfect for introducing concepts of respect or vocabulary in middle school, while others are better suited to more complex discussions in high school.

  • Form appropriate groups: small groups to encourage discussion, or large groups to stimulate collective debate.

  • Inform the students about the supportive environment in which the workshop will take place. Explaining from the outset that there are no "wrong answers," but rather respectful exchanges, helps to establish a climate of trust.

Helpful tip : Allow 10 minutes before the session to set up the room and place the maps or other materials. This will allow you to start smoothly.

Facilitating a session effectively

During the session, the adult's role is central. Rather than delivering a "lecture," the aim is to adopt a facilitator's stance:

  • Give students a voice, encourage them to express their views and experiences, without judgment.

  • Avoid imposing a “single right answer”: the goal is to explore different perspectives and gradually lead young people to think critically.

  • Guide the debate with kindness, rephrasing if necessary and ensuring that everyone can express themselves respectfully.

This stance facilitates the emergence of authentic and empowering discussions, in line with the spirit of the EVARS program.


Extend the reflection after the game

The debriefing session is just as important as the game itself. It allows us to:

  • to revisit the discussions,

  • to highlight key points,

  • supplement with reliable educational resources (official texts, EVARS documentation, health brochures, local associations),

  • and to direct students to trusted adults if they wish to discuss a personal matter.

This time for collective discussion anchors the messages in the long term and transforms the game into a real learning tool.

A durable and modular tool


Another major advantage: the games are reusable and adaptable.
They can be integrated into different educational contexts:

  • EMC (moral and civic education) classes,

  • EVARS-specific workshops

  • school life sessions

  • interventions by associations or healthcare professionals,

  • awareness events.

This modularity makes it a sustainable investment for institutions: once the games are acquired, they can be replayed every year, with different approaches depending on the audiences and participants.

By intelligently integrating games into their EVARS program, middle and high schools have a concrete, lively and impactful tool to address sometimes sensitive topics, while respecting legal and educational obligations.

Conclusion: Making games lasting allies in sex and relationship education

Games have become powerful and accessible tools for addressing sex, relationship, and emotional education in middle and high school. Their strength lies in their ability to actively involve students , create a supportive environment where open discussion is encouraged, and make sometimes sensitive topics concrete and engaging .

Faced with the new requirements of the EVARS law , schools need effective, structured, and easy-to-implement educational solutions . Games perfectly meet this need: they are reusable, adaptable to all ages and contexts, and offer an approach that is both serious and engaging.

By choosing the right tools, educational teams can transform these sessions into genuine moments of exchange and learning , which leave a lasting impression on young people.

"To find out more about the program according to age groups and an FAQ that helps to think about how to implement it, you can consult the EDUSCOL website .

Leave a comment

This site is protected by hCaptcha and the hCaptcha Privacy Policy and Terms of Service apply.

All comments are moderated before being published.

Read more

Mains ouvertes montrant les mots “Yes” et “No” inscrits dans les paumes – symbole du consentement dans le jeu inclusif

Inclusive gaming: consent, diversity and accessibility at Topla

In the world of board games, a new generation of publishers is reinventing the rules. Gone are the rigid stereotypes and exclusionary mechanics. Today, brands like Topla are putting people at the h...

Read more