Phase II: Education

Education on Screen Time Overuse

At camp, we watch movies and read articles on the effects of screen time overuse.  Many campers are shocked to read research on screen-based activity and learn how structural changes in the brain result in extreme cases of gaming overuse.

Review of the Research

Campers learn about the positives and negatives of digital media.  We start with the positives: how cooperation based games can improve socialization, educational games can improve learning, and how fine motor skills can be developed playing certain games online.

We then discuss research on violent games.  Research is presented in a fun and engaging way.  Showing campers factual information on the effects of violent games helps them make a decision on the type of digital media they choose and is more effective than just lecturing them on digital media overuse.  Campers need to know why and be shown proof that what they watch or play effects who they are.

Education on Goal Setting

Goal Setting, or “self-monitoring” methodology is what professional athletes use to change their behaviors to match performance goals.  We discuss in a group format what goals we want out of life.

We then break these goals down into yearly, monthly, and weekly goals.  Finally, we look at our daily routine.  How much screen-based activity can I engage in to meet my goals?  There are all topics of a group we discuss at camp.

At the end of camp, your camper will not only have set goals established, but will also have a plan of action of how to achieve these goals.

Next Steps

As camper learns about the negative effects of unchecked screen time use and how these effects are incongruent or incompatible with their life goals, we then move on to phase III – Skill Building

Camp Phases (click to read about each phase):

PHASE I: TECHNOLOGY DETOX
PHASE II: EDUCATION
PHASE III: SKILL BUILDING
PHASE IV: INSIGHT AND COPING SKILLS
PHASE V: TECHNOLOGY RE-INTRODUCTION
PHASE VI: HOME TRANSITION

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