Three Essential Games for College: Meeting Challenges of Equity, Mental Health, and Diversity through Play
David Seelow, PhD, Siena College & Revolutionary Learning
Claim
The Games
SweetXheart
***Mission: Explain how the intersection of race and gender impacts your sense of self as a minority student commuting to college in an urban environment.
Embodied Experience, Empathy and the Dangerous Dilemmas of Everyday Life
Fair Play
*** Mission: As you play Jamal record example of implicit bias you encounter. How does your experience make you feel? What decisions did you make and were these effective decisions within the game? What about outside the game?
PLAYING SAMANTHA BROWNE� A CASE EXAMPLE
As a young undergraduate living in the dorms of a small rural university you are very hungry tonight, but your package of oatmeal needs some hot water. Walking down the hallway to the kitchenette is no big deal unless you have social anxiety, then, the simple task becomes a quest.
***Mission
Mental Health of College Students
Mental Health of College Students
A just published article in the Journal of Affective Disorders, concludes: “In addition, periods after the Covid-19 pandemic, and its later stages, have also seen more prevalent anxiety among college and university students in general. Our findings support the need for more comprehensive strategies, implementations, and interventions to combat this rising trend.
Although potential protective factors—such as but not limited to the role played by optimism, resilience, and emotional regulation—have been brought up above, the role of educational institutions and its staff, such as school counselors and psychologists, are primary in ensuring that psychological help and treatments are made accessible and available to the students who require them.”
Samantha Browne is Our Student
Samantha Browne is Our Student
Not only does this show me what students in many class are facing, the assignment asks students to provide concrete ways they feel college administrators can help them cope. Giving students a voice through the game could, should administrators listen,. Have a positive impact on student success, satisfaction and wellbeing, all factors that also benefit the college.
Conclusion
Roleplaying college students Kara, Jamal and Samantha can help build empathy for students and provide college and university faculty, support staff and administrators with valuable information that can directly benefit the student experiences. These games are idea for student orientation, first year experience courses, and freshman composition or similar courses.
Conclusion
Both students and higher education staff benefit in significant ways from these games which contribute much more to dealing with issues of student mental health, biases and discrimination on campus than the formulaic mandated trainings that are part of much high education today.