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-ANTI BULLYING GAME-

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The aim of the game

to reduce school violence and related issues.


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Practicals – the creators of the game - deliberately included the concept of

violence and bullying in the board game format, thus allowing children to

view a difficult topic in a relatively safe and pleasant environment.






Gameplay


The game consists of two parts - conceptual and practical.


The conceptual part of the game –

the participants are introduced to various situations in which

they may find themselves in the face of abuse.


The practical part of the game –

the necessary skills are trained for moments when faced with abuse,

the student would already have experience in how to react to a certain situation.



About the problem



FlipSide4Possible consequences of prolonged mobbing:

avoidance of communication (eg truancy);

severe nervousness, anxiety;

eating disorders (anorexia, bulimia);

depression;

suicide.



FlipSide5Teachers' difficulties in solving the problem:

lack of a common anti-mobbing system;

lack of necessary knowledge and tools;

large number of children in the classroom (difficulty noticing);

limited capacity of support staff;

high workload associated with the constant demand for improvement;

"invisible" violence on mobile devices and social media.



Our solution


Game as a solution to the problem:

learning tool - quick to learn and easy to use;

develops a common understanding of what mobbing is;

allows to involve the whole class at once;

works with mobbing situations practically, not theoretically;

children learn to recognize and deal with the problem themselves;

gives children the opportunity to "get on both sides' shoes";

forms effective future behavioral scenarios.


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In behavioral therapy, the game as a tool  is used because children during it

become more responsible for their own behavior and develop more successful strategies;

find new, creative solutions to their problems;

learn how to respect and accept theirself and others;

learn to experience and express emotions;

develops empathy and begins to respect the thoughts and feelings of others;

• become more confident in their abilities.



Target audience: 9 - 16 years old


Duration: 40min - 3h


Number of Participants: 8 - 24


The game is «alive» – participants can play it repeatedly, because the game changes depending on the players.



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