Lesson Plan | Socioemotional Learning | Electronic Games
Keywords | Electronic Games, Physical Education, Socio-emotional Competencies, Self-awareness, Self-control, Responsible Decision-Making, Social Skills, Social Awareness, RULER, Guided Meditation, FPS, Battle Royale, Sports, RTS, MOBA, Gameplay, Rules, eSports, Championships, Emotions, Emotional Regulation, SMART Goals |
Required Materials | Projector or TV to display videos about electronic games, Computers or tablets with internet access, Whiteboard and markers, Papers and pens for notes, Comfortable space for guided meditation practice, Audio resources for guided meditation, Reading materials about electronic games and eSports |
Objectives
Duration: (10 - 15 minutes)
The purpose of this stage is to provide an overview of the topic to be addressed, ensuring that students understand the objectives of the lesson and feel prepared to explore them. This includes not only technical knowledge about electronic games but also the identification and understanding of the emotions involved, promoting a more complete and integrated learning environment with socio-emotional competencies.
Main Goals
1. Present the main electronic games of the present day, including their gameplay, rules, and championships.
2. Develop students' ability to recognize and describe the emotions associated with playing electronic games.
Introduction
Duration: (15 - 20 minutes)
Emotional Warm-up Activity
Concentration and Presence with Guided Meditation
Guided Meditation is a practice that involves leading students through a series of instructions to promote a state of mental and physical relaxation, focusing the mind on the present moment. This activity helps reduce anxiety, improve concentration, and increase emotional awareness, preparing students for a more productive and engaged class.
1. Preparation of the Environment: Ask students to sit comfortably in their chairs, with their feet on the ground and their hands resting on their lap or desk.
2. Introduction: Briefly explain the goal of the guided meditation, emphasizing the importance of being present and focused for learning.
3. Initial Breathing: Instruct students to close their eyes and begin to breathe deeply, inhaling through the nose and exhaling through the mouth. Do this for about 1-2 minutes.
4. Meditation Guide: Start guiding students through a relaxing visualization. For example, ask them to imagine being in a calm and safe place, like a beach or a flower field. Describe the environment in detail, including sounds, smells, and sensations.
5. Focus on the Body: Guide students to pay attention to different parts of their body, starting from their feet and moving up to their head, releasing tension in each area. This should take about 5 minutes.
6. Gradual Return: After the visualization, ask students to begin to bring their attention back to the classroom environment, slowly and gradually. Instruct them to open their eyes slowly and stretch, if necessary.
7. Brief Reflection: Reserve a few minutes for students to briefly share how they felt during the meditation and if they noticed any changes in their emotional or mental state.
Content Contextualization
Electronic games are an important part of modern culture, offering not only entertainment but also opportunities to develop strategic and social skills. By exploring this topic, students can recognize how emotions influence their experiences and performance in games. Additionally, understanding the emotional aspects of games can provide deeper insight into how to cope with frustrations and celebrate achievements, both in the context of gaming and other areas of life.
For example, when participating in an eSports tournament, a player not only needs technical skills but also strong emotional self-control to deal with pressure and fierce competition. Similarly, collaborative games require social skills to work as a team and achieve common goals. This lesson will help students identify and name these emotions, learn how to express them appropriately, and regulate their emotional responses effectively.
Development
Duration: (60 - 70 minutes)
Theoretical Framework
Duration: (20 - 25 minutes)
1. ### Main Electronic Games Today
2. First-Person Shooter (FPS): Games like Counter-Strike: Global Offensive and Valorant are popular examples. These games are characterized by a first-person perspective and focus on quick reaction skills and tactical strategy.
3. Battle Royale Games: Titles like Fortnite and PUBG (PlayerUnknown's Battlegrounds) place multiple players on a large map, where the objective is to be the last survivor. Elements of exploration, resource gathering, and combat are fundamental.
4. Sports Games: FIFA and NBA 2K are examples of games that simulate real sports. They require knowledge of the sport's rules and specific skills to control players in the game.
5. Real-Time Strategy (RTS) Games: StarCraft II and Age of Empires are examples where strategy and resource management are crucial. These games require critical thinking and forward planning.
6. MOBA (Multiplayer Online Battle Arena) Games: League of Legends and Dota 2 are games where teams compete to destroy the opposing base. They demand teamwork, communication, and strategic skills.
7. ### Gameplay and Rules
8. Each genre of game has its own mechanics and specific rules. For example, in FPS games, the rules may include game modes like 'Capture the Flag' or 'Defuse the Bomb'. In MOBA games, each character has unique abilities that must be used strategically.
9. ### Championships and eSports
10. Electronic games have become a global phenomenon with professional championships and organized leagues. League of Legends tournaments, for instance, attract millions of viewers and offer substantial prizes. The professionalization of electronic games has also opened up opportunities for careers as professional players, coaches, and commentators.
Socioemotional Feedback Activity
Duration: (35 - 45 minutes)
Exploring Emotions in Electronic Games
In this activity, students will participate in a discussion and analysis of the emotions they experience when playing different types of electronic games. The goal is to apply the RULER method to recognize, understand, name, express, and regulate these emotions in a healthy and effective way.
1. Divide the Class into Groups: Organize students into groups of four to five people.
2. Initial Discussion: Ask groups to discuss among themselves the emotions they feel when playing different types of electronic games. They should think of specific moments and try to identify the emotions involved.
3. Emotion Logging: Each group should write down the identified emotions on a piece of paper or portable whiteboard.
4. Analysis of Causes and Consequences: Instruct groups to discuss the causes of these emotions and the consequences they have on gameplay and interaction with other players.
5. Group Presentations: Each group should share their findings with the class. Encourage a variety of emotions and experiences.
6. Reflection and Feedback: After the presentations, lead an open discussion on how these emotions can be regulated effectively.
Group Discussion
To apply the RULER method in the group discussion, start by asking students to recognize the emotions that arise during electronic gaming, both in themselves and in others. Encourage them to understand the causes of these emotions and the consequences they have on behavior and performance. During the presentation, help students to name the identified emotions correctly, such as frustration, joy, anxiety, or pride.
After the presentations, discuss appropriate ways to express these emotions, both verbally and through actions. Finally, explore strategies for regulating these emotions in a healthy and productive manner, such as breathing techniques, strategic breaks during gameplay, or clear and respectful communication with teammates.
Conclusion
Duration: (15 - 20 minutes)
Emotional Reflection and Regulation
To conclude the lesson, propose to students a reflection on the emotional challenges faced during the activities. Ask them to write or discuss in small groups how they recognized and managed their emotions throughout the lesson. Instruct them to think of a specific moment when they felt an intense emotion (positive or negative) and how they dealt with it. Ask: 'What did you learn about your own emotional reactions today? What regulation strategies were effective?'. Allow time for sharing reflections with the class, promoting a supportive and mutual learning environment.
Objective: The objective of this subsection is to encourage students to self-assess and reflect on their emotional regulation strategies. This helps develop self-awareness and identify effective techniques for dealing with emotions in challenging situations, both in the context of electronic games and other aspects of life.
Closure and A Look Into The Future
At the end, guide students to set personal and academic goals related to the content addressed. Explain that these goals should be specific, measurable, achievable, relevant, and time-bound (SMART). For example, a goal might be 'Improve my team communication during collaborative games' or 'Participate in an eSports championship by the end of the year'. Encourage them to write down these goals and share them with a peer, promoting mutual commitment.
Possible Goal Ideas:
1. Improve team communication during collaborative games.
2. Participate in an eSports championship by the end of the year.
3. Enhance specific skills in a chosen electronic game.
4. Develop a regular practice routine to improve performance in games.
5. Set healthy limits on gameplay time, balancing with other activities. Objective: The objective of this subsection is to strengthen students' autonomy and encourage the practical application of learning. Setting clear goals promotes continuity in academic and personal development, helping students chart a growth path based on the skills and knowledge acquired during the lesson.