Jeux Feelings

Mieux vivre ensemble

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Feelinks Club

lundi 7 mai 2018, par Franck Halatre, Vincent BIDAULT

In 2013, we proposed to run a "Club-Feelings" at Rabelais College in Poitiers, starting from the following hypothesis : if we allow each student to be in a situation of listening, attention is With respect to oneself and the other, then intolerance reactions that sometimes lead to violent behavior in schools could be diminished.

After presenting the project and obtaining the approval of the principal of the college and the teaching team, the workshop was able to be put in place from April to June 2014, for 10 weekly sessions of one hour, between 13h and 14h.

It was presented to the students of the college in the form of a "Club-Feelings" game experience and creation of a board game based on empathy, led by a nurse "psy" and a child psychiatrist, the game designers

Students from different grades from 6th to 3rd participated, having learned about the workshop from the teachers or their classmates. Over the course of the sessions, we noticed a fluctuation in the number of students (between 6 and 12), with a stable "core" of about 6 students attending the majority of the sessions. Also present on their free time, 6 teachers, (with an average of about 4 teachers per session over the duration of the experiment).

The life of the college in this last trimester, (end-of-year trips, workshops on the same time slot, courses to catch up, ...) as well as the non designation of a professional of the college Rabelais as referent of the workshop, and guarantor of its framework in the organization of the college, were factor of irregularity in the attendance of the workshop.

During the sessions, each student was led to identify and then express their own feelings about a chosen situation, then to guess the emotion felt by their gaming partner in the same situation. The circulation of the word and the "putting into thought" of the emotions, allowed a distance of the pupils with their own affective reactions, without any overflow, and a better mutual understanding : it seems that the majority of the pupils became aware that the point of view of the other is respectable, and may even help to overcome certain prejudices.

Students participated with designers and teachers in creating the situations used in the next session. Some students developed situations most often related to their own concerns, allowing them to share them safely with the group.

The last session (June 24, 2014), in the presence of the students and participating professors, the principal of the college, the principal assistant and the CPE, was the occasion of a report of the workshop, where each was able to expose his experience of the experience.

Three complete boxes of the game, whose situations were created by the students, were given that same day in college, so that they could be used later.