Gambling: Education

Department for Education written question – answered on 14th January 2022.

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Photo of Rachael Maskell Rachael Maskell Shadow Minister (Digital, Culture, Media and Sport)

To ask the Secretary of State for Education, what steps he is taking to require schools to provide education on the harms of gambling.

Photo of Robin Walker Robin Walker The Parliamentary Under-Secretary of State for Scotland, Minister of State (Education)

We have made relationships education compulsory for all primary schools, relationships and sex education compulsory for all secondary school pupils and health education compulsory for pupils in all state-funded schools. Health education includes teaching pupils about the risks associated with gambling and the statutory guidance is available here:

The subjects will support all young people in terms of managing risk and making informed decisions, as well as in key aspects such as mental wellbeing and online behaviour. For example, under the topic of internet safety and harms, the guidance sets out that young people should be taught about the risks related to online gambling, including the accumulation of debt, how advertising and information is targeted at them and how to be a discerning consumer of information online.

To support schools to deliver this content, the department has produced teacher training modules. The module on internet safety and harms includes teaching pupils about the risks associated with gambling. A link to the training modules is available on GOV.UK and can be found here:

Many schools choose to draw on the work of subject associations when selecting resources to deliver these topics. The PSHE Association worked with GambleAware to develop free resources to improve delivery of school-based preventative gambling education.

Other curriculum subjects, such as citizenship, mathematics and computing can also address online gambling and its dangers. This includes developing young people’s financial literacy and highlighting the dangers of online gambling whilst using digital platforms, such as gambling opportunities introduced within computer games and apps.

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