The Chill Zone Game teaches children and adolescents the skill of emotional regulation. Recently developed and launched by Heart Zones, the game is a tool used by counselors for those struggling with social and emotional learning. Students learn by playing learning games especially this new, innovative, and novel, Here are 15 reasons why The Chill Zone Game supports learning the skill of emotional recovery:
Great Games. The selected games are ones that a family might see at Target or other retailers, making them memorable and easily accessible.
No Videos. These games were specifically selected due to their non-screen format. They are not video games for a reason! In a world full of blue light, kids need some time away from the screen.
Great Budget. Some of these games may be classroom favorites already; and they are not expensive to purchase.
No Math or Language Arts. While math and reading comprehension are important in schools, playing the Chill Zone Game does not require language arts or any math skills.
Game Design. The game design is to find calm, to self-regulate. Therefore, the games do not elicit negative emotions like violence or frustration. They are meant to invoke positive stressors like excitement and non-violent competition.
Skill Acquisition. The Chill Zone Game provides a complete solution from start to end (ex: provides a situation to play the game and multiple ways to resolve strong emotions).
Useful Technology. The technology employs heart rate monitors which takes less than 1-minute to launch or set-up.
Biofeedback. The heart rate data used for the game to succeed is clearly displayed and saved for later review.
Multi-Player. Rather than single-player games or quiet time, the games require multi-player involvement, making them more interactive, social, and engaging.
Individualized SEL Skill. The game is focused on personal recognition of emotional recovery skills. Rather than forcing students to learn one way to regulate their emotions, Heart Zones provide students with multiple solutions so they can personalize their new skill acquisition.
Dynamic Games. The games are fast-paced and require quick interactions.
Eustressor. These games are non-punitive, meaning that students can resume play promptly so stopping to catch a breath does not feel like a punishment.
Non-violent. The games are specifically chosen to be fun, simple to learn, and not arcade based. They provide a good challenge and non-repetitive actions.
Cooperative Formats. The players must cooperate, together, to calm their states and reduce their heart rates so that they can resume play.
Open Tech. While the Heart Zones Blink 3.0 heart rate monitor sensor is preferred, any sensor that has Bluetooth can be used (Apple Watch, Garmin, etc.).
By connecting emotions with the biofeedback tracking real-time heart rate, students acquire emotional regulation skills. Add the fun factor of learning through games, the Chill Zone Game is engaging. Plus, the Chill Zone Game is appropriate for all ages and levels.