TRCYW Maathi Yosi Report 2019 | Page 32

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 31