COMMUNITY DEVELOPMENT
Recommendations
Bullying - Incorporating experiential and explorative learning methods
Experiential learning could be adopted by incorporating ideas such as role
playing elements. For instance, schools could collaborate with drama groups
such as ACT 3 Drama Academy to stage interactive performances. With
guidance from teachers, students will be able to reflect on and critically
analyse realistic scenarios. This offers students opportunities to be
independently decisive by applying appropriate strategies and empowering
them to stand up against bullying.
An online cyber-wellness game could be created by working with Touch
Cyber Wellness to educate students on online etiquette and the consequences
of cyber-bullying. Using a digital platform to convey key messages allows
students to understand the impact of cyber-bullying as well as how to prevent
such behaviour.
This will be aimed at students aged 7 and above as they need to understand
bullying and its effects at a young age to foster a culture of positive and
constructive prevention strategies.
We could evaluate the effectiveness of experiential learning by asking students
to perform plays in which they respond to instances of bullying. For the online
game, we could include a quiz at the end to test what they learned.
Creating an online cyber-wellness game requires funds, time and technical
knowledge and expertise. Therefore, this may not be feasible in the immediate
future.
Practical Assessment for role playing elements : Rank 1 (Easy)
Practical Assessment for online cyber-wellness game: Rank 3 (Difficult)
Maathi Yosi | 2019
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