Mental health resources are being shared in schools. However, it is difficult for teachers to find engaging ways to encourage their students to change long-term behaviours. How can we make such sessions more engaging for and relatable to students?
Mental health resources are being shared in schools. However, it is difficult for teachers to find engaging ways to encourage their students to change long-term behaviours. How can we make such sessions more engaging for and relatable to students?
Hauora is a service that aims to gamify existing mental health/wellness programs and knowledge in schools to encourage participation and adoption of wellness behaviours. The design of these wellness-oriented challenges will be co-created with schools to make building wellness habits relevant and fun for the students.
The platform will also aid teachers and reduce their workload for the implementation of the activities. Through incentives, we hope to create positive behavioural nudges that provide positive reinforcement and improve adoption. The platform will also allow us to observe trends and changes in behaviour and uptake.