Health & Learning

What is the Cred-Finder

Zak Faris and 2 OthersKai Hershey
Noelle Aminoff

Our objective is to create a board game that would assist students in developing their ability to differentiate between trustworthy and unreliable sources of information. In today's world, misinformation is becoming more prevalent, and social media is being excessively used, making it easy for non-credible individuals to reach a broad audience. This game offers an entertaining and engaging way for students to learn about source credibility. The game involves three or more players participating in an awards ceremony for media influencers. However, one player is an imposter whose objective is to win by making others look non-credible. The other players must collaborate to identify the imposter by using cards replicating real-life scenarios. Our board game is divided into three stations, each following a chronological order. The first station requires players to understand the background information through the computer and library, where they can find information about specific authors' credentials and examples of their work. The second station takes place in the red carpet room, where players ask on-the-spot questions through the cards. Each participant assesses the response of others and identifies any misinformation that may be involved.  The final part is a collaborative aspect set in the award room (auditorium), where students can talk to one another in the bar and finalize their answers before the 10-minute time limit runs out. Initially, the board game may seem complex, but as you play, you realize that it is an easier way to solve the evolving issue of misinformation, especially among adolescents and teens who are more vulnerable and susceptible to believing the information on social media that dictates their choices when it comes to health and wellness in an age where the mind and body are rapidly evolving.


-Zak F

Health & Learning Final Presentation

Heide Solbrig

Credibility

Noelle, Kai, Zak




noelle

Credibility is a board game surrounding the topic of social media and misinformation. The game is played by groups of 4 high school students, and teaches/reviews how to identify misinformation in different forms on different platforms.

Improvising Conflict

Bridget Kraemer and 2 OthersBeckett Munson
Benny Armstrong

Beckett, Benny, Bridget

Improvising

Conflict

Emotion Indicator

Heide Solbrig and Jade Vincent

Emotion Indicator

Jackie Guerrier and Jade Vincent

Emotion Indicator aims to improve communication regarding relationships and consent by providing emotional indication tools for youth who aren't as comfortable with expressing emotions or bringing up conversations regarding comfort and consent.