FLIP-SIDE
-ANTI BULLYING GAME-
The aim of the game –
to reduce school violence and related issues.
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
Possible consequences of prolonged mobbing:
• avoidance of communication (eg truancy);
• severe nervousness, anxiety;
• eating disorders (anorexia, bulimia);
• depression;
• suicide.
Teachers' 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.
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.