Education & Evolution (E&E) is a program that provides training and services to help youth achieve

academic, personal, and social success through

technology.

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Jump Anywhere in the World (JAITW) is a seven-series video

game that supports social emotional learning (SEL). Each game is set in one of the seven continents and demonstrates the importance of:

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Decision-Making

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The 5 SEL Competencies

Self-Awareness

Self-Management

Relationships

Social Awareness

If we teach today as we taught yesterday,
we rob our children of tomorrow. -John Dewey

Program Goals:

  • Introduce educators to the 5 SEL competencies accomplished through game-based learning.

  • Include professional development for educational technology practices in a collaborative environment.

  • Impact educators to create state-of-the-art teaching and learning systems.

  • Increase student engagement and academic achievement through effective use of the JAITW video game.

  • Improve self-regulation, relationship skills, social behaviors, and lifestyle choices.

Learning Objectives/Outcomes:

  • Practice mindful strategies to maintain balance and self-awareness.

  • Develop skills needed for effective self-management.

  • Explore the connection between diversity and inclusion broaden social awareness.

  • Exhibit the importance of conflict resolution and empathy  in sustaining positive relationships.

  • Demonstrate how intentional use of each strategy or technique improves decision-making, promotes self-confidence, and restores balance.

Gamed-Based Learning
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Too often, much of our instructional content and approach is static. Then, we focus on finishing a set curriculum and assess all of it, versus meeting the needs of all students. This ends up leaving many students behind, and far too many become disengaged and/or disruptive.

Educators have long used games to promote learning and deepen student understanding of subject matter. Game-based learning can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. 

When Youth Need More

YTS will implement Cognitive Behavioral Therapy (CBT) services to provide evidenced-based and medically driven treatment for children and adolescents suffering from a variety of mental health issues. The services may be administered in care settings that include acute inpatient, partial hospitalization, intensive outpatient, outpatient, community-based and in-home. Our goal is to help at-risk youth lead healthier, more fulfilling lives by improving their access to trusted and personalized mental healthcare. This is achieved through: unconditional compassion, building enduring and collaborative relationships, celebrating individual differences and lived experiences while overcoming hardships.