Analyze and plan the transformation of an existing experience using gamification techniques while integrating inclusive,
socio-emotional,
entertainment, and universal design strategies.
Recognition: Recognize success with peer and supervisor rewards. Use badges, emojis, thank you cards and social recognition of the little things.
Social and emotional learning; social-emotional learning (SEL) - The process through which children and adults acquire and effectively apply the knowledge, attitudes, and skills necessary to understand and manage emotions, set and achieve positive goals, feel and show empathy for others, establish and maintain positive relationships, and make responsible decisions. [1]
Social justice - The relation of balance between individuals and society measured by comparing distribution of wealth differences, from personal liberties to fair privilege opportunities.
Empathy - The capacity to understand or feel what another person is experiencing from within their frame of reference, that is, the capacity to place oneself in another's position.
Self-management - The ability to regulate one’s emotions, thoughts, and behaviors effectively in different situations. This includes managing stress, controlling impulses, motivating oneself, and setting and working toward achieving personal and academic goals
Mental health - The emotional, psychological, and social well-being of an individual. It affects how human beings think, feel, and act. It also helps determine how individuals handle stress, relate to others, and make choices. Mental health is important at every stage of life, from childhood and adolescence through adulthood.
“There is no separation of mind and emotions; emotions, thinking, and learning are all linked.” — Eric Jensen
“Happiness is not something ready-made. It comes from your own actions.” – Dalai Lama
“All learning has an emotional base.”
– Plato
“We plant seeds that will flower as results in our lives, so best to remove the weeds of anger, avarice, envy and doubt…” -Dorothy Day