# data[].attributes.body
Please give appropriate and insightful responses to the questions below in accordance to the week of the MLU that you have just completed. Do add your name(s) on the post(s) when you submit them.

Give your responses according to the question under the respective columns for your own level.

# data[].attributes.body
As teachers, how can we incorporate elements of technology in our classroom activities to increase student engagement and motivation without encouraging excessive screen time?

# data[].attributes.body
How can teachers and parents work together to set consistent screen time rules for students and promote healthy habits?

# data[].attributes.body
How can we help students become more aware of their online interactions and handle potential risks related to virtual friendships?

# data[].attributes.body
How can educators introduce responsible gaming concepts and teach students to manage their gaming time effectively?

# data[].attributes.body
What are some ways to discuss the positive and negative impacts of excessive gaming on students' well-being in an engaging manner?

# data[].attributes.body
What resources and support can teachers provide to students struggling with gaming habits, and how can they collaborate with parents to maintain a healthy balance?

# data[].attributes.body
When incorporating elements of technology, we can design for tasks to be completed in groups so that no one student will be hogging to the device at any one time.

When assigning work on SLS, ensure that there is a good balance on videos, games, and allowing students to provide their response.

Be mindful of the amount of time students need to spend to complete online assignments. Perhaps each online assignment for each subject should not take longer than 30 minutes to complete.

-QQ-

# data[].attributes.body
1. Raised the awareness of students - examples: Cyberwellness week and activities

2. Discuss the types of digital activities and behaviors are acceptable and unacceptable. Show them examples and what could be done if they are caught in difficult situation.

3. Close monitoring from both school and home.

4. Encourage students to share their personal experiences and what we can learn from there.

-YM-

# data[].attributes.body
Incorporating elements of technology must be related to the topics taught in class and the students not only apply the concepts in class but have fun using the technology. E.g. calculations using mini whiteboard and marker to count before input of answers.

Sometimes group work can also be used when incorporating technology. Using 1 device to pass around the group thus each person only have a limited time on screen and others can be tasked to do other matters.

# data[].attributes.body
We can capitalize on FTGP lessons and make use of incidental moments where gaming is addressed.

We can use media such as videos and even role play to let the students articulate their thought processes before guiding them to reflect on their gaming habits.

# data[].attributes.body
Encourage unplugged, unstructured playtime. Create tech-free zones or times, such as during mealtime or one night a week. Discourage use of media entertainment during homework. Set and enforce daily or weekly screen time limits and curfews, such as no exposure to devices or screens one hour before bedtime.

# data[].attributes.body
1. Use of case studies (videos or text) to orientate students to topic. Get students to identify the symptoms and repercussions, and the solutions.

2. Using the above activity as a context, speak with at-risk students and help them self-reflect about the activity. Take the chance to probe deeper to their underlying causes/concerns.

-JF-

# data[].attributes.body
I think we have to continue to highlight the fact that online friends (esp those from online gaming) could really be anyone, any age, from any place on Earth.

We can do this by showing newspaper articles on the peril of having online 'friends'.

YS

# data[].attributes.headline
Show them real-life cases of gaming addiction and the harm it has done to them and their families

# data[].attributes.subject
Show them real-life cases of gaming addiction and the harm it has done to them and their families

# data[].attributes.body
-This could be introduced as an interactive open skit or game as the students follow characters who have issues with excessive gaming. Through the pauses in the skit or game, students can discover more about the impacts of excessive gaming on one's wellbeing.
-Showing a video case scenarios or news articles to set the context before inviting students to share their personal experiences or give advice/suggestions to the character in the case scenario.
-Group discussion to design a poster/slogan/rap as a reminder to reduce possibilities of excessive gaming.

# data[].attributes.body
1. Share SLS to teach students the risks of gaming and the CNA insider will also be played to children to familiarise them with the concept.

2. Managing gaming time can be taught easily. However, the monitoring depends on cooperation of parents

# data[].attributes.body
1) Acknowledge the positive effects e.g improved cognitive & problem-solving skills etc.
2) Share real life examples (videos, news articles) of the negative impacts of excessive gamings e.g existing cases on youths.

# data[].attributes.body
1) Have a class discussion whereby students can input in their answers through padlet or any other sharing platforms online. Teacher to then discuss students' inputs as a class.
2) Videos or real-life scenarios can be shared with students and let them discuss in groups on how they feel or what they can do to help their friends who are involved in excessive gaming
-Marissa

# data[].attributes.headline
Stop playing for a set period of time, such as 30 days or more. The individual will often realize just how much time they were spending on their video game habit. We can also help students choose a different leisure activity to replace video games. Perhaps it's hanging out with friends, going to a concert or playing an intramural sport. The primary purpose is to prove that someone can have fun, socialize and relax.

# data[].attributes.subject
Stop playing for a set period of time, such as 30 days or more. The individual will often realize just how much time they were spending on their video game habit. We can also help students choose a different leisure activity to replace video games. Perhaps it's hanging out with friends, going to a concert or playing an intramural sport. The primary purpose is to prove that someone can have fun, socialize and relax.

# data[].attributes.body
Teachers can advise students  to limit time spent on gaming and encourage them to set a timetable where they only can play games once they have completed their homework. Suggest gaming titles which are appropriate for their age and guide them towards better choice of games to reduce risk of addiction.

Parents can keep games in living room instead of allowing their child to game alone in their own room. They can better monitor gaming habits  of their child. Encourage more physical activity wheryby family interact and play together instead of gaming alone.

# data[].attributes.body
Let students complete school-assigned tasks before they are allowed to access screen time.  Limit their daily screen time.  Students must read storybooks during weekends and school holidays, before accessing the limited daily screen time.  After which, parents could bring their child/kids out for Physical Exercise  'workout' s.a. playing at the playground, walking/cycling along PCN, swimming in the pool, flying kites, play football, etc.

# data[].attributes.body
Parents should set clear expectations and rules for screen time. E.g. Child should finish all school assignments, revision, learning spelling and packing their bags before having their screen time. Limit the time they spend playing games / watching shows on phone / tablet. Be firm that no phone or tablet is allowed during meals or family time. Parents should also plan a variety of activities for child to enjoy and bond. Encourage outdoor activities to keep child healthy and active.

# data[].attributes.body
1. Teachers keep track of the duration required for students to complete each piece of online assignment and avoid giving those that involve more than an hour per day.
2. Get students to have 5-min eye breaks after every 15 minutes of screen time. Teacher can set some offline work during the 5 minutes e.g. reflection, discussion.
3. Teachers educate students on the risks of excessive screen time. Remind them to maintain a balance and set a time limit for online work.

- Jace

# data[].attributes.body
Parents can :
1. Set rules on screen time from young and make sure follow it closely.
2. Install parental control Apps that can control/monitor the child's screen time.
3. Enforce consequences for not following the rules while also rewarding adherence.
4. Parents should model healthy screen time behaviour, so that students are more likely to follow when they see adults practicing the same guidelines.

Both parents and teachers can :
1. Educate students about recommended screen time guidelines for different age groups.
2. Explain the reasons behind the rules and the benefits of balanced screen time.
3. Monitor students closely
4. Maintain an open channel of communication between teachers and parents to address any challenges/concerns.

# data[].attributes.body
- Create a Screen Time Schedule
- Open Communication:
Both teachers and parents need to engage in open and honest discussions about the importance of balanced screen time and its impact on students' well-being and academic performance.
- Educate:
Share information about the potential risks of excessive screen time, such as reduced physical activity, sleep disturbances, and decreased attention span. Highlight the benefits of limited screen time, like improved social interactions and better focus.
- Provide Alternatives:
Offer a variety of alternative activities that students can engage in beyond screen time. This can include hobbies, sports, reading, and creative projects.
- Model Behavior:
Both teachers and parents should model healthy screen time behavior. When students see adults setting good examples, they're more likely to follow suit.
- Technology-Free Zones:
Designate certain areas or times as technology-free zones or times, such as during family meals or before bedtime. This helps create boundaries and encourages face-to-face interactions.
- Reward System:
Implement a reward system that acknowledges students' efforts to follow the screen time rules. Positive reinforcement can motivate them to develop healthy habits.

# data[].attributes.body
1) Group discussion to brainstorm positive and negative impacts (half the class to do positive and half to negative), teacher will facilitate discussion thereafter.
2) Based on discussion, groups to present their ideas in the form of a short performance.
3) Class to provide constructive feedback and jot down learning points from acts.
RL

# data[].attributes.body
Virtual friendship similar to F2F friendship needs 2 hands to clap and in a virtual sense, sometimes the tone and words used may be misconstrued by the receiver.
We also need students to exercise caution when making friends online especially we do not know the identity of those we do not know in real life.

Jneo

# data[].attributes.body
Observe and communicate and give feedback to the parents with regards to the students behavior during classes and determine what is an appropriate amount of time that student should spend on gaming. Explain to the child why this amount of time has been set for gaming so he/she is aware of the reasons.
-Sean

# data[].attributes.body
Have a class discussion with real case studies. Good to get students to present their solutions to class to build presentation skills.  - Alison

# data[].attributes.body
Real life examples to illustrate the potential risks: share news articles of scams from the Internet - love, $, cyberbullying leading to depression and suicides etc.

Followed by providing ways to handle the situations

- Celine

# data[].attributes.body
1. Explicit teaching - understanding the risks of cyber bullying (stop, block, save, tell and report)

2. Getting students to record down the amount of time spending on gaming everyday

# data[].attributes.body
1. Conduct a think-pair-share activity for students to discuss about their gaming habits and frequency of gaming (so that students get to understand not only from their point of view, but from others' as well)

2. Provide students with certain scenarios (ideally scenarios that could negatively impact them) and ask them to continue discussing with their partner about how they will act/respond in such scenarios. Some students can be asked to share/present their ideas to the class

# data[].attributes.body
Class discussion with case studies from local newspapers.
Students can see the real damage gaming does to people of similar age.

# data[].attributes.body
The activities should have a purpose and be mindful for instance, if learning about festivals, the ipads or laptops at the learning centers will be set up with a certain activity related to the theme so students can practice a specific skill that has to do with the theme.

If showing educational videos to students, there are certain video sites created for children that may seem harmless, but there are times where inappropriate content will be sneakily added to the sites and can harm children. Before lessons, teachers have to ensure that they sieve through the websites before using it for lessons.

# data[].attributes.body
Screen time rules
1. Keep a gaming log to be more aware of the time spent online/on screen.
2. Use gaming as a reward for tasks completed.

Healthy Habits
1. To communicate with the child to understand what they enjoy doing in the free time or when they de-stress.
2. Parents can schedule outdoor play time as a routine rather than online gaming.

# data[].attributes.body
The elements of technology that we incorporate in our teaching & learning must be related to the objectives of the lesson. Therefore, students will also understand better at the end of the lesson.

Students should not be assigned for an online assignment whihc required more than 30 minutes to be completed. Instead the assignments could be broken to 2/3 parts. Therefore, students are able to take an eye break for 5 minutes before they start on the next one.

# data[].attributes.body
Teachers and parents can work together to set consistent screen time rules for students and promote healthy habits by following these guidelines:
1) Developing screen time rules together
2) Adults to preview programs, games, and apps before allowing the child to view or play with them.
3) Seek other interactive options in engaging the child such as outdoor play. Schedule time
4) Supervised online activities depending on age of child, SDL only if child shows ability to make judgements of what's appropriate etc

# data[].attributes.body
1. Getting students to actively track their screen time as they might be unaware of how much time they actually spend on such games.

2. Roleplaying common scenarios they might encounter during gaming sessions in order to facilitate discussions about healthy and unhealthy reactions/responses to such situations.

# data[].attributes.body
1. Set ground rules with clear and reasonable expectations.

2. Create an environment for positive and respectful two-way communication.

# data[].attributes.body
We need to firstly be selective of what we will be presenting to the students. While the fun factor is present using online lessons, we need to be aware that the fun factor should not exceed the educational aspects of the lesson which is to be imparted.

Also the assignment given to the students should be capped with a time limit. Certain softwares are equipped with a time-out and after time has expired, the student should not be able to play the game. They can only access the game if they wish to make corrections or redo the assignment

# data[].attributes.body
We need to let students know the ways to protect themselves online. Do not share personal information, selfies or personal photos online. Nowadays with the advancement of AI, photos can be used to fake identity. Never agree to go for meetups with online friends. If they find anyone online suspicious, they need to report to a trusted adult.
TF

# data[].attributes.body
Acknowledge and celebrate the achievements of students in adhering to the screen time rules and making positive changes. This positive reinforcement can motivate them to continue following the guidelines.

# data[].attributes.body
We need to have close communications with the student and their parents to understand their gaming habits. We can remind our students to remain vigilant when playing online games and remember to set clear boundaries when gaming. We should also provide examples of risks that may happen if you engage with players online.
-Fathin

# data[].attributes.body
Show students relevant local news and real-life examples to start a class discussion. Students can form into two groups to debates the pro and con of gaming. From there, they can learn about the positive and negative impacts of gaming.

# data[].attributes.body
1. Set clear expectations and follow through the rules set.

2. Create opportunities for child to participate in activities that trigger their interest and sustain their creativity.

3. Parents to monitor and give their child opportunities to reflect and make changes to help them hook from addiction if needed.

4. Parents to exercise patience and care when handling child's habits, as he/she can be very sensitive.

# data[].attributes.body
Learning games and programs enable collaborative activities that make it easier for students to share ideas and solve problems together.
In a classroom, we can limit the time students use technology by planning bite-sized activities (intro to lesson / exit ticket).
We can also use technology as a brain break activity for students. After a 45min lesson, we can play a short dance video for them to follow.

- Amirah

# data[].attributes.body
Anyone can fall prey to gaming addiction. It is important to listen to students to find out how did they become addicted and suggest tangible solutions for them to overcome their addiction. It is also key to work with parents so that there is consistent help at home and in school.

# data[].attributes.body
It's essential to approach the issue with understanding and empathy. Gaming in itself isn't harmful – it's the lack of balance that can create problems. By collaborating with parents and offering support, teachers can help students maintain a healthy relationship with gaming.

In schools, teachers can:
1. Educate & create awareness on responsible gaming, the potential hazards of addiction, and ways to balance screen time with other activities.
2. Teach students effective time management strategies. This can help them allocate specific times for gaming, homework, and other activities.

Working with parents is important.
1. Teachers can have regular discussions about the student's performance and behavior with parents. If gaming habits are affecting academic performance or social behavior, it's essential for parents to be aware.
2. Encourage parents to:

Set clear limits on gaming time.

Keep computers and gaming consoles in common areas rather than private spaces.

Encourage participation in family and outdoor activities.

Monitor the content of the games being played.

By having open lines of communication between parents and teachers, any change of behaviour or performance can be easily communicated and help can be given to students immediately. Hence, addressing the issue from the get-go.