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The Development of a
School Climate Game
Serious Play Conference: Montréal
July 10, 2019
About us
Let’s take it back...
What is School Climate?
• The quality and character
of school life
• How everyone
experiences school
• The personality of one’s
school
Prior research links school climate to improvements in:
• Academic achievement
• Attendance
• Self-esteem
Background
Purpose
• To develop a videogame
intervention that teaches
teens skills with the goal of
empowering them to
improve their school
climate
• To embed this game into a
school climate assessment
tool for the purpose of
data collection
Process
Built by TEENS for TEENS!
Design Phase:
• Focus groups
Development Phase:
• Playtesting sessions
Evaluation Phase (in progress):
• Pilot game
The task at hand...
The Game Development Process
The question at hand...
• be as clear and transparent as
possible,
• encourage completion,
• and provide meaningful feedback?
The Core Game Mechanic
What gameplay mechanic could we utilize that would:
Overall Game DesignLikert QuestionsBasic Survey
Design of data collection
• With our tight schedule, we couldn’t
float multiple gameplay mechanics.
• And, we were all in on the swipe for
the survey.
• Could swiping work for an
interactive story game and tool?!
Developer: Nerial | Publisher: Devolver Digital
Release Date (Steam): August 11, 2016
All in on the swipe
Story Game
Short narratives that:
• Model the process of
restructuring negative
automatic thoughts
• Provide prompts for
reflection, thinking, and
planning
• Encourage a call to action
1. Environment
2. Relationships
3. Support for Learning
4. Social Media
5. Safety
Five Mini-Games
Think It Through:
An adapted thought record
• FEEL IT
• NAME IT
• SYNC IT
• KNOW IT
• FLIP IT
• MASTER IT
Link emotion and thought
Develop a more balanced
thought with evidence
Create meaning from thought
Know It: Meaning-Making
• FEEL IT
• NAME IT
• SYNC IT
• KNOW IT
• FLIP IT
• MASTER IT
• SHARE IT
3 BASIC MOTIVES THAT GUIDE MEANING-MAKING
IN A WISE1 INTERVENTION:
1. The need to understand
2. The need for self-integrity
3. The need to belong
1Walton & Wilson, 2018
DEFINITION OF WISE1 INTERVENTIONS:
• Brief theory- and research-based
activities that help people change how
they interpret themselves, others, or
social situations
Social Media
1. Select your story*
Social Media
1. Select your story
2. Exposition
Social Media
1. Select your story
2. Exposition
3. Feel It
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
11.Share It*
Social Media
1. Select your story
2. Exposition
3. Feel It
4. Name It
5. Sync It
6. Know It
7. Flip It
8. Master It
9. Connect It
10.Now What?
11.Share It*
1. Describe an example where you experienced a negative
automatic thought
2. Apply Think It Through to your thought
Using the document provided:
Activity: Think It Through
Example:
play2PREVENT/Schell Games
Application of Think It Through
The teams felt anxious because they were
worried about failure to meet deadlines.
The teams were worried that they would not
live up to their commitments.
The teams will deliver because the teams are
thoughtful, communicative, and honest through
regular interactions that provided evidence.
Conclusion
Skill development through:
• Restructuring thoughts
• Modeling the process
Goal:
• To empower teens to take action
and improve school climate
Next steps:
• To pilot the game in partner high
schools
Development: Formative Research
• Descriptive statistics
• Demographic information
• Gameplay experience
• Pre-/post-survey analysis
• Beliefs
• Knowledge
• Lynn E. Fiellin, MD
• Kimberly Hieftje, PhD
• Tyra Pendergrass, MEM
• Alvin Tran, ScD, MPH
• Sneha Kannoth, MPH
• p2P interns: Maddy Yaggi
+ Ishani Mehta
• Ben Sawyer, DigitalMill
● Matt Kucic
● Josh Brannon
● Brooke Morrill, PhD
● Marc A. Brackett, PhD
● Jessica Hoffman, PhD
● Julie McGarry, MA and YCEI team
● Josh Hendryx
● Mike V
● Mike Lee
Thank you
@play2PREVENT
@yalehealthgames
@SchellGames
http://play2prevent.org
http://games.yale.edu
https://www.schellgames.com/
@play2PREVENT
@yalehealthgames
@play2PREVENT
@yalehealthgames
@SchellGames
Stay Connected
SchellGamesTV
Questions

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The Development of a School Climate Game

  • 1. The Development of a School Climate Game Serious Play Conference: Montréal July 10, 2019
  • 3. Let’s take it back...
  • 4. What is School Climate? • The quality and character of school life • How everyone experiences school • The personality of one’s school
  • 5. Prior research links school climate to improvements in: • Academic achievement • Attendance • Self-esteem Background
  • 6. Purpose • To develop a videogame intervention that teaches teens skills with the goal of empowering them to improve their school climate • To embed this game into a school climate assessment tool for the purpose of data collection
  • 7. Process Built by TEENS for TEENS! Design Phase: • Focus groups Development Phase: • Playtesting sessions Evaluation Phase (in progress): • Pilot game
  • 8. The task at hand... The Game Development Process
  • 9. The question at hand... • be as clear and transparent as possible, • encourage completion, • and provide meaningful feedback? The Core Game Mechanic What gameplay mechanic could we utilize that would:
  • 10. Overall Game DesignLikert QuestionsBasic Survey Design of data collection
  • 11. • With our tight schedule, we couldn’t float multiple gameplay mechanics. • And, we were all in on the swipe for the survey. • Could swiping work for an interactive story game and tool?! Developer: Nerial | Publisher: Devolver Digital Release Date (Steam): August 11, 2016 All in on the swipe
  • 12. Story Game Short narratives that: • Model the process of restructuring negative automatic thoughts • Provide prompts for reflection, thinking, and planning • Encourage a call to action
  • 13. 1. Environment 2. Relationships 3. Support for Learning 4. Social Media 5. Safety Five Mini-Games
  • 14. Think It Through: An adapted thought record • FEEL IT • NAME IT • SYNC IT • KNOW IT • FLIP IT • MASTER IT Link emotion and thought Develop a more balanced thought with evidence Create meaning from thought
  • 15. Know It: Meaning-Making • FEEL IT • NAME IT • SYNC IT • KNOW IT • FLIP IT • MASTER IT • SHARE IT 3 BASIC MOTIVES THAT GUIDE MEANING-MAKING IN A WISE1 INTERVENTION: 1. The need to understand 2. The need for self-integrity 3. The need to belong 1Walton & Wilson, 2018 DEFINITION OF WISE1 INTERVENTIONS: • Brief theory- and research-based activities that help people change how they interpret themselves, others, or social situations
  • 16. Social Media 1. Select your story*
  • 17. Social Media 1. Select your story 2. Exposition
  • 18. Social Media 1. Select your story 2. Exposition 3. Feel It
  • 19. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It
  • 20. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It*
  • 21. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It*
  • 22. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It*
  • 23. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It 8. Master It*
  • 24. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It 8. Master It 9. Connect It*
  • 25. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It 8. Master It 9. Connect It 10.Now What?
  • 26. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It 8. Master It 9. Connect It 10.Now What? 11.Share It*
  • 27. Social Media 1. Select your story 2. Exposition 3. Feel It 4. Name It 5. Sync It 6. Know It 7. Flip It 8. Master It 9. Connect It 10.Now What? 11.Share It*
  • 28. 1. Describe an example where you experienced a negative automatic thought 2. Apply Think It Through to your thought Using the document provided: Activity: Think It Through
  • 30. Application of Think It Through The teams felt anxious because they were worried about failure to meet deadlines. The teams were worried that they would not live up to their commitments. The teams will deliver because the teams are thoughtful, communicative, and honest through regular interactions that provided evidence.
  • 31. Conclusion Skill development through: • Restructuring thoughts • Modeling the process Goal: • To empower teens to take action and improve school climate Next steps: • To pilot the game in partner high schools
  • 32. Development: Formative Research • Descriptive statistics • Demographic information • Gameplay experience • Pre-/post-survey analysis • Beliefs • Knowledge
  • 33. • Lynn E. Fiellin, MD • Kimberly Hieftje, PhD • Tyra Pendergrass, MEM • Alvin Tran, ScD, MPH • Sneha Kannoth, MPH • p2P interns: Maddy Yaggi + Ishani Mehta • Ben Sawyer, DigitalMill ● Matt Kucic ● Josh Brannon ● Brooke Morrill, PhD ● Marc A. Brackett, PhD ● Jessica Hoffman, PhD ● Julie McGarry, MA and YCEI team ● Josh Hendryx ● Mike V ● Mike Lee Thank you