If there is any consensus that can be found through the Covid-19 Pandemic, most educators agree that America's youth have suffered both mentally and emotionally. Many students explained to me that they have lost faith in their fellow countrymen after observing global and national events since 2020. One method of coping with stress manifests itself as a negative behavior in the class room--gaming. Some students have adapted to gaming on their phones as a coping strategy, which interferes with in-person learning.
I propose a radical idea-- turn a negative learned behavior into positive social engagement. Rather than chastise students for wanting to use gaming as a stress reliever in school, create a time and place where it is welcome and encouraged. Whenever a student is asked to put away a phone in class, remind them of an opportunity where they may play games without negative consequences.
After our high school had a two-day event where a staff member brought in their personal gaming device for students, the results were immediate. Students who typically did not have the motivation to attend classes were showing up. Students were making friends and finding commonality they otherwise would have dismissed. The Nintendo Switch did something that has been challenging these past few years--it brought people together. Through this project, Valley High School would have an official communal Nintendo Switch that could reside permanently in the school. Students who may not need tutorial during our hour long Power Time can find a space to game and socialize.
About my class
If there is any consensus that can be found through the Covid-19 Pandemic, most educators agree that America's youth have suffered both mentally and emotionally. Many students explained to me that they have lost faith in their fellow countrymen after observing global and national events since 2020. One method of coping with stress manifests itself as a negative behavior in the class room--gaming. Some students have adapted to gaming on their phones as a coping strategy, which interferes with in-person learning.
I propose a radical idea-- turn a negative learned behavior into positive social engagement. Rather than chastise students for wanting to use gaming as a stress reliever in school, create a time and place where it is welcome and encouraged. Whenever a student is asked to put away a phone in class, remind them of an opportunity where they may play games without negative consequences.
After our high school had a two-day event where a staff member brought in their personal gaming device for students, the results were immediate. Students who typically did not have the motivation to attend classes were showing up. Students were making friends and finding commonality they otherwise would have dismissed. The Nintendo Switch did something that has been challenging these past few years--it brought people together. Through this project, Valley High School would have an official communal Nintendo Switch that could reside permanently in the school. Students who may not need tutorial during our hour long Power Time can find a space to game and socialize.