FutureSchools Wellbeing & Video Games Masterclass

March 6th, 2019|

“Play is a fundamental part of the human condition.” – Stuart Brown M.D, author, Play

Games & play, both offline and online, are a fertile learning space. Videogames are no exception. Have you ever considered how videogames could be used in your class?

Do you seek to form better relationships with students and better understand the role of videogames and technology in the lives of your student?

Do you seek the skills to teach your students not just subject matter, but to help them understand how what you teach matters to their lives?

The Student Wellbeing & Video Games Masterclass brings together a team of presenters who will share their own journey and experiences of how they redefined their idea of the role of videogames in students lives and how they have used and observed them being used to give students agency and foster enthusiasm for learning.

This Masterclass offers teachers across all curriculum areas the chance to develop new skills and knowledge around the role of play and videogames in student’s lives. This knowledge will allow you to better connect and engage students in learning and support their growth and development more broadly.

What are we trying accomplish?

Through our teaching, we all are striving to work out what’s best for dealing with the developing child, supporting our students’ learning, evolving technology and doing this through  transformation in our students’ behaviours.
We want to support full human development. We want to allow a child to find their place in our ecosystem, where they can optimise who they are, and then try to nurture them in positive directions, as opposed to dictating them.

How do we achieve this?

We believe online play has the potential to optimize a young persons development in this digital age. This is intergenerational strategy; it connects the student, teacher and parent and allows them to teach and support each other.

Highlights

A diverse cohort of facilitators whose combine skills and knowledge around games, mental health and education offer participants a dynamic and rich insight into how these divergent topics come together in children’s lives.
Hands-on experience using playful co-design approaches so you leave the masterclass with actionable ideas and plans of how video games can be used to support and benefit student wellbeing.
An opportunity to discuss and unpack the issues with peers through exposure to the latest research and work.

Role of the teacher

This masterclass puts the role of the teacher at the centre of the workshop.

We can help you build authentic and naturalistic digital game experiences in school, this creates a fertile learning environment; and as this young person is connected we seek to teach on the importance of self regulation, balance and health. Games are not a tool for reward after other work is done, when incorporated into your planning and learning design, games help drive complex concepts and become a narrative around which new ideas and learnings can be discussed, shared and understood. A teacher will see the strengths, the creativity, enthusiasm, energy and resilience of the young person and will support and reinforce those strengths; building on them to avoid potential problems in the future. Gaming becomes another tool, and one that is meaningful and makes sense to the modern student.

We invite you to learn with us. In this workshop you will join three different organisations in exploring how we can foster a deeper connection (relationships) with students to help set them up to meet the challenges of life to become capable and confident learners.

Key Organisations

Alannah & Madeline Foundation, an Australian-based organisation committed to supporting Australian students to use technology in ways that support and benefit their lives in safe and appropriate ways.
Headspace, Australia’s National Youth Mental Health Foundation supporting young Australian’s mental well-being.

Facilitators

Ivan Davies, Riot Games
Daniel Donahoo, Alannah & Madeline Foundation
Simon Dodd, Headspace the National Youth Mental Health Foundation,

A final word from the facilitators:

“Games are often intimidating to parents/teachers and so part of this is us partnering with them on this journey to help gain the confidence and understanding to feel they can be successful with students. Teachers have a key role in contributing to students online behaviours and shaping their gaming experiences to be respectful and positive. As an educator, this might feel inaccessible at the moment, but it doesn’t need to. As facilitators we are just tapping into your expertise as teachers and providing resources and a path to connect to where students are today. It’s this approach that can cultivate healthy play styles and interested, passionate student learning.”

For more information about online gaming in the classroom before you come to the masterclass visit http://www.futureschools.com.au/Masterclass-E-Student-Wellbeing-Video-Games.stm