Sir Basil Pike Public School
An interactive role-playing game for children in grades 7 and 8 to explore various strategies of conflict resolution among peers.
About Your Organization
Canada, ON, Toronto
Country where this project is creating social impact
Canada, ON, Toronto
Is your organization a
Your role in Education
The type of school(s) your solution is affiliated with
How long has your organization been operating?
More than 5 years
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Select the stage that best applies to your solution
Start-Up (a pilot that has just begun operating)
How long has your solution been in operation?
Operating for less than a year
The Need: What problem are you trying to solve?
To empower empathy in school children grades 7-8 by revealing the dynamics of bullying behavior and encouraging the exploration of various strategies for bystanders to have a positive impact.
The Solution: What is your solution? Be specific!
A first person role play simulation where the user plays the role of one of a group of friends in a school yard and classroom. The user learns that persuasive power is needed and that persuasive power can be earned through both positive and sometimes negative behavior. The consequences of both positive and negative behavior are revealed through the progress of the game. Also, logic puzzles and other activities where self confidence can be boosted through achievement form another way to boost ones persuasive power with peers. Users can experience being victimized as well as contributing by doing nothing in the victimization of another. Users clearly see their role and their responsibility in various scenarios and are encouraged to seek a solution that is win-win for all.
The Model: Walk us through a specific example of how your solution makes a difference; include your primary activities
In part one on the girls side, the dilemma is that one of the friends is holding a sleepover party but says that her mother will only permit 4 of the 5 friends to sleep over.You can choose to compete with the other girls to go or you can volunteer not to go and do something else. If you compete you have to be honest or you will be caught out. If you choose to be nice and volunteer not to go, SURPRISE they think that is so nice of you that you become invited for sure. The girl that's left out then tries to convince you to do something with her and convince the other to go along with you so that the host of the sleepover is punished. If you don't feel empathy for all of the girls you will get caught up in a situation which will end badly. You have to use your empathy skills to find a win win solution which requires you to convince the other girls look for a better way.
The Marketplace: Who are your peers and competitors? Identify others also working to address the needs you are and what differentiates you from them. What challenges could these players pose to your success or growth?
There are many films and books and persuasive public speakers "Finding Kind" who are doing very good work in this area. What distinguishes this project is that it is a role-playing game that puts the user in the decision making seat and in a safe virtual environment lets the user experiment with various strategies and experience the consequences of those strategies. The game is not prescriptive nor does it ignore a non-politically correct strategy. You can be mean and you can be kind and sometimes you have to be tough.
Now that you have thought out your entry, help us pitch it.
Define your company, program, service, or product in 1-2 short sentences [136 characters]
Sir Basil Pike Public School is a virtual environment where children can experiment with various conflict resolution strategies.
Identify what is innovative about your solution in 1-2 short sentences [136 characters]
The user is in the decision making seat. The consequences of decisions are revealed in a way that reveals the dynamics of conflict.
This Entry is about (Issues)
What has been the impact of your solution to date?
We have piloted the game in a classroom setting where the children voted as a group on the best strategy. They became very engaged and the game inspired some frank and revealing conversations. They were able to share their own experiences with each other and support each other. They were able to talk about their feelings in certain situations and explain why they would act in a certain way and then discuss openly about the consequences of their actions as well as exploring different ways of handling a confusing situation.
What is your projected impact over the next 1-3 years?
Our goal over the next few years is to have the game played in schools. By revealing the dynamics of their conflicts we hope that they will become more conscious and act more thoughtfully when confronted by a stressful relationship problem. We believe that the children have the capacity to figure out the problems themselves if we present them in a way that allows them to see the bigger picture.
What barriers might hinder the success of your project? How do you plan to overcome them?
The biggest barrier is probably cost. We are looking to create partnerships with foundations and corporate sponsors to make the game available to anyone who is interested.
Winning entries present a strong plan for how they will achieve and track growth. Identify your six-month milestone for growing your impact
Identify three major tasks you will have to complete to reach your six-month milestone
To pilot the project in more schools and to revise and improve based on user needs and feedback.
To partner with researchers to do an efficacy test of the game pre and post. and long term.
To partner with foundations and corporate angels to make the game accessible to all.
Now think bigger! Identify your 12-month impact milestone
Identify three major tasks you will have to complete to reach your 12-month milestone
All of the above.
Engage actively in social media groups on bullying and relationship building and conflict resolution
build a comprehensive website to host the game, provide user feedback and a forum based on initial user feedback.
Founding Story: We want to hear about your "Aha!" moment. Share the story of where and when the founder(s) saw this solution's potential to change the world [125 words]
When my 13 year old daughter came home with a problem about her friends and an upcoming sleep-over party our resulting conversation revealed that the problem was a system that was hidden from the players. It became apparent that they were playing a game where the mechanics, the rules and even the real objectives were unknown to them. If we could create a simulation that mirrored the game and explained the rules and started a dialogue about the real objectives of the game, essentially, how do we all win, a solution to the problem would become evident.
Tell us about your partnerships
Zapdramatic is a subsidiary of ADR Chambers. ADR Chambers is engaged in teaching negotiation and alternative dispute resolution as well as maintaining a robust ADR practice with trained mediators and retired judges.
Prevnet, is a research and educational non-profit organization committed to improving relationships and conflict resolution.
What type of team (staff, volunteers, etc.) will ensure that you achieve the growth milestones identified in the Social Impact section? [75 words]
We will need several PhD candidates to conduct an efficacy study.
We will need teachers willing to pilot the program in the classrooms.
We will use our existing staff of two to develop the website and social media.
Please elaborate on any needs or offers you have mentioned above and/or suggest categories of support that aren't specified within the list