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Length:
42 minutes
Released:
Feb 20, 2019
Format:
Podcast episode
Description
Gamification in Counseling
The CEU/OPD/CPD course can be found at https://allceus.com/member/cart/index/product/id/962/c/ for clinicians in the US and at https://australia.allceus.com/member/cart/index/product/id/516/c/ for clinicians in Australia.
Dr. Dawn-Elise Snipes PhD, LPC-MHSP, LMHC
Executive Director: AllCEUs Counselor Education
Host: Counselor Toolbox Podcast
Objectives
~ Define gamification
~ Explore the benefits of gamification
~ Describe techniques for gamification
What is Gamification
~ Gamification is simply using games or challenges to make something more motivating or enjoyable to learn.
Gamification Motivation Enhancers
~ The student with the most stars at the end of the day gets a prize
~ The child with the most stars gets to choose the movie
~ The group that gets all their assignments in
~ Simple token economies
Why Gamification for Learning
~ Makes it fun and increases attention
~ Encourages mental manipulation
~ Encourages recall and strengthening of memory pathways
~ Usually uses multiple visual, auditory and kinesthetic
~ Enhances communication skills
~ Increases memory and focus chemicals
Hot Potato
~ Toss a ball until someone calls “time”
~ Whoever catches it has to answer a question
~ If they answer correctly they get a token/prize
ABC
~ Go around the circle and identify things that begin with alphabet letters
~ Things that make me happy
~ Things to do when I am stressed
~ Things I would like to do or see
~ Opposites: Angry and Happy
~ Mindfulness Activities
~ Gratitude
Jeopardy
~ Create 4-6 categories
~ Coping skills; distress tolerance activities; vulnerability prevention; dialectics
~ Fruits, vegetables, proteins, grains
~ Stimulants, depressants, marijuana, opioids
~ Divide the group into 3 teams
Taboo
~ Divide into 2 teams
~ Each team gets to have 1 minute
~ The goal is to have the clue giver get the guesser to identify the “taboo” word
~ If the guesser guesses correctly they get a point and the next team gets to go
~ After 1 minute if they do not get the answer, then another team has a chance to “steal” and simply identify what the correct answer is.
~ If they get it right then they get to take the next turn.
~ If they get it wrong, then the turn goes to the next pair on the other team
Jenga
~ Make 3-5 stacks of cards, each a different color
~ Paint the jenga blocks the same colors as the cards
~ When someone pulls a block, they have to answer a question from the stack of cards corresponding to the color of the block
Family Feud
~ Create a set of questions that has multiple answers and assign them a point value (can be equal)…i.e.
~ The top 8 ways to cope with distress
~ The top 6 things to do to prevent vulnerabilities
~ The top 6 cognitive distortions
~ The top 8 causes of depression
~ Divide the group into two teams (families)
~ Play just like Family Feud
Charades
~ Divide into two teams
~ Use a timer and allow the actor 1 minute to act out the concept and his or her team to guess it
~ If they don’t guess it after 1 minute, then the other team gets a chance to guess and “steal” the points
~ The active team switches after each turn.
~ Each correct guess = 5 points
~ Suggestions
~ Nonverbal communication (jealous, resentful, curious, exhausted, confident…) (synonyms may be okay as long as it is not happy, scared or angry…those are too easy)
~ Concepts such as dialectics or cognitive distortions
Self Designed Games
The CEU/OPD/CPD course can be found at https://allceus.com/member/cart/index/product/id/962/c/ for clinicians in the US and at https://australia.allceus.com/member/cart/index/product/id/516/c/ for clinicians in Australia.
Dr. Dawn-Elise Snipes PhD, LPC-MHSP, LMHC
Executive Director: AllCEUs Counselor Education
Host: Counselor Toolbox Podcast
Objectives
~ Define gamification
~ Explore the benefits of gamification
~ Describe techniques for gamification
What is Gamification
~ Gamification is simply using games or challenges to make something more motivating or enjoyable to learn.
Gamification Motivation Enhancers
~ The student with the most stars at the end of the day gets a prize
~ The child with the most stars gets to choose the movie
~ The group that gets all their assignments in
~ Simple token economies
Why Gamification for Learning
~ Makes it fun and increases attention
~ Encourages mental manipulation
~ Encourages recall and strengthening of memory pathways
~ Usually uses multiple visual, auditory and kinesthetic
~ Enhances communication skills
~ Increases memory and focus chemicals
Hot Potato
~ Toss a ball until someone calls “time”
~ Whoever catches it has to answer a question
~ If they answer correctly they get a token/prize
ABC
~ Go around the circle and identify things that begin with alphabet letters
~ Things that make me happy
~ Things to do when I am stressed
~ Things I would like to do or see
~ Opposites: Angry and Happy
~ Mindfulness Activities
~ Gratitude
Jeopardy
~ Create 4-6 categories
~ Coping skills; distress tolerance activities; vulnerability prevention; dialectics
~ Fruits, vegetables, proteins, grains
~ Stimulants, depressants, marijuana, opioids
~ Divide the group into 3 teams
Taboo
~ Divide into 2 teams
~ Each team gets to have 1 minute
~ The goal is to have the clue giver get the guesser to identify the “taboo” word
~ If the guesser guesses correctly they get a point and the next team gets to go
~ After 1 minute if they do not get the answer, then another team has a chance to “steal” and simply identify what the correct answer is.
~ If they get it right then they get to take the next turn.
~ If they get it wrong, then the turn goes to the next pair on the other team
Jenga
~ Make 3-5 stacks of cards, each a different color
~ Paint the jenga blocks the same colors as the cards
~ When someone pulls a block, they have to answer a question from the stack of cards corresponding to the color of the block
Family Feud
~ Create a set of questions that has multiple answers and assign them a point value (can be equal)…i.e.
~ The top 8 ways to cope with distress
~ The top 6 things to do to prevent vulnerabilities
~ The top 6 cognitive distortions
~ The top 8 causes of depression
~ Divide the group into two teams (families)
~ Play just like Family Feud
Charades
~ Divide into two teams
~ Use a timer and allow the actor 1 minute to act out the concept and his or her team to guess it
~ If they don’t guess it after 1 minute, then the other team gets a chance to guess and “steal” the points
~ The active team switches after each turn.
~ Each correct guess = 5 points
~ Suggestions
~ Nonverbal communication (jealous, resentful, curious, exhausted, confident…) (synonyms may be okay as long as it is not happy, scared or angry…those are too easy)
~ Concepts such as dialectics or cognitive distortions
Self Designed Games
Released:
Feb 20, 2019
Format:
Podcast episode
Titles in the series (100)
013- What are Co-Occurring Disorders and How Do They Impact Treatment Part 2: Many people struggling with addictions also have mental health issues such as depression or anxiety. Likewise, many people with depression or anxiety may have an addiction. We refer to this as a co-occurring disorder. Some people will try to argue that s by Counselor Toolbox Podcast with DocSnipes