Self- regulation is a growing concern amongst children in elementary school. With new advances, in technology, children are born into a world of devices where feelings are shown through micro-expressions and responses are expected to be immediate when messages are sent out, quite literally by the “push of a button.” If technology is what is advancing then can we advance with it by providing students with self-regulation tools using technology?
From a bias perspective as a yoga practitioner and teacher, I would advocate for students self -regulating by practicing yoga and breathing techniques. Having casually experimented with this first hand, it is not the most effective and feasible task. Imagine having 25 students, chatting, squirming around, unfocussed and certain students with more specific needs who are distracted or off task, meanwhile teaching yoga or a breathing meditation.
I have explored the mobile internet to discover there are many tools in technology that can promote self-regulation. I came across one that I would recommend and would love to try in my classroom. In short, this is a video-game based program called, Mightier, https://www.mightier.com/ that claims to teach students self-regulation through play. Students wear a heart rate tracker that monitors their heart rate while they play games and they have to use calming techniques to advance in the games that they play. They have coaches to support their progress and parent involvement communities for support.
It appears that the company is composed of reliable professionals. The research is supported by the Boston Children’s Hospital and Harvard Medical School. The company consists of a variety of professionals who are constantly researching and updating the program. One of the people on their team is the author, Leah Kuypers, of The Zones of Regulation which teaches children how to self-regulate. I think having a team with diverse backgrounds really supports how this piece of technology could help students succeed in knowing how to self-regulate.
I enjoyed the skills that they claim to offer in this program for students. Through video game play, students build self-awareness, self-regulation strategies and can have fun while doing so. The target market are children in elementary school and parents who feel their children need methods of regulating. It seems like a multitasking alternative to just allowing students to play any video game. The games seem fun, challenging and engaging. The company gives information on research studies that have been conducted through Boston Children’s Hospital that shows improvement in student aggression and disruptive behaviour. It’s difficult to say at what degree of aggression and disruptive behaviour these students who were chosen for their research exuded. I’m curious about research that shows that having a high heart means the body under stress or how a high heart rate can also mean excitement and fun?
Overall, a great idea and something that is needed in the world of teaching to help students become more self- aware and build self-regulating techniques that are essential life skills.