Students work through the different parts of the story and decisions. Give guidance so they can make notes in their books about what they are learning. These questions may help:
- Why should Sonar report the crime she witnessed?
- What happens at the police station?
- What happens at the Youth Court?
- What punishment were Dev and Flo given? Do you think this is right?
When everyone has had the chance to follow Sonar's story to the end, introduce some small group activities to reinforce the learning from the animation. This can be done by re-enacting each scene in turn and discussing possible alternative outcomes.
Start with the scene in the shop. What should Sonar do when witnessing the two young people stealing things?
Repeat this approach for the scene at the police station and at the Youth Court.
Alternatively, this activity can be done as a discussion/design task, illustrating each scene and adding a number of possible endings.
Now use the computers to print out your favourite scenes from Sonar's story. Use these to make posters for an information campaign about the justice system. Add your own words or extra pictures. Plan how your class can run this campaign in the school.
As a summary of learning from the animation, organise a class debate on: Does the legal system in England and Wales deal effectively with young people who act against society?
Encourage students to explore active citizenship with 'Get Involved'. There are examples of citizenship action by other schools. They can 'Go off on a tangent!' with audio and video clips, find out more on 'Get the lowdown' or test themselves with the quizzes. Students who finish early can add their own ideas about crime on the messageboard.