Student Well-being & Video Games
New Ideas And Approaches To Supporting Students

Ivan Davies
Social Play and Community
Riot Games

Daniel Donahoo
The Alannah & Madeline Foundation

Simon Dodd
Senior Clinical Advisor
Headspace the National Youth Mental Health Foundation



We invite you to learn with us. In this workshop you will join three different organisations in exploring how we can foster a deeper connection (relationships) with students to help set them up to meet the challenges of life to become capable and confident learners.

The Student Well-being & Video Games workshop will give teachers the skills and knowledge to recognise and support students’ well-being by connecting and understanding the context of students’ lives and focusing on the beliefs and attitudes that underpin their behaviours.

This is a workshop rich in experiential learning where through a well-being lens, we unpack the complexities of young people’s lives and then explore how video games can be used to support and benefit well-being. Using co-design methods in the afternoon, we will consider the latest research and use what we have learnt to explore how gaming could be used in our classrooms and schools. Join us in sharing stories, ideas and strategies that can support students to take responsibility for their interactions with others, take care of themselves (and each other) and learn to build a balanced and healthy life.


Who Should Attend?

  • School leadership teams
  • Lead and Senior teachers
  • Teachers (Secondary)
  • Health & Well-being coordinators

Why Attend?

  • To develop an understanding of the complexity and context of young people’s lives through the framework of health and mental well-being.
  • To learn how our understanding of, and connection with students can foster their learning and development.
  • To find new ways of thinking and engaging with students’ well-being using video games, e-sports and gaming culture.
  • To develop skills and strategies for making video games a positive force in your school and classroom


What to bring?

  • Your enthusiasm, your stories, your challenges
  • Any device that you think will be useful. Portable gaming consoles welcome.
  • Wireless Internet is provided.


9:00 | Arrival

9:30 | Commencement and Group Introduction

9:45 | Session 1: Our responsibility - Unpacking the challenge of well-being in education

This first session will draw on the “wisdom of the room” to help us better understand the lives of our students today. Your facilitators will offer stories, research and provocations and lead conversations that help us collectively develop a picture of young people’s lives as they relate to video games and schools. Through listening to and sharing with each other we will identify challenges, hear success stories and identify areas of improvement when it comes to young people’s health and mental well-being, learning and video games.

Learning Outcomes:

  • Understanding what young people need to become capable and confident adolescents.
  • Understanding of current ideas around health and well-being for students in the modern world.
  • Reflection and deeper understanding of the life of the modern young person and how that relates to their well-being and sense of self.
  • Developing a collection of questions and challenges to inform and guide your thinking in Session 2.

11:00 | Morning Tea & Networking 

12:00 | Session 2: New approaches to student well-being

In this pre-lunch session, participants will engage with the most recent research, policy developments and clinical thinking related to young people and well-being through facilitator presentations. The organisations will present an approach that focuses on meeting students on their chosen digital gaming journey and focusing on the beliefs and attitudes that underpin their actions and behaviour. We will undertake some myth-busting, understand the breadth of the challenges and in doing so come to an understanding of the responsibility we have to student gamers and to acknowledging gaming to have many positive and beneficial aspects that can support the other aspects of a students’ schooling life. This will lead us to understand how video games and e-sports can support transformative behavioral change and facilitate positive character development.

Learning Outcomes:

  • Understanding of the existing evidence-base relating to young people, learning and video games.
  • Understanding of the clinical thinking and discussions relating to video game use, experiences and health and well-being.
  • Identification of potential benefits and pitfalls of online gaming communities inside and outside of school environments.
  • Developing a body of knowledge to inform practice in Session 3.

1:00 | Lunch Break 

1:45 | Session 3: Summon your skills - Designing learning environments with video games to enhance student well-being

Facilitators will support teachers to develop plans and strategies for using gaming in education with a focus on co-curricular gaming and how students’ well-being can be supported and how they can benefit and grow through school-based online gaming communities and experiences.

Through a series of playful and hands-on activities and learning experiences you can expect to be motivated and offered a range of resources and take-home designs that can help you bring gaming into your school in ways that are purposeful and support students in positive way.

Learning Outcomes:

  • Learn the six aspects of sportsmanship that exist in League of Legends.
  • See examples and develop concepts around how video games are and can be used in schools to support student well-being.
  • Develop plans and strategies for using gaming in the school environment.
  • Experience a series of playful and hand-on activities and learning experiences.
  • A suite of resources and take-home designs both pre-prepared and created during the session.

4:00 | Conclusion

Book your team to attend today  REGISTER