The RJ Project
The RJ Project is an interactive education gaming platform that utilizes restorative practices to engage youth in the development of positive life and social skills for long-term success. Our solution is designed to address the specific problem of social and emotional regulation among youth in the Canadian education system, and to reduce negative behaviors and disciplinary actions in schools.
Our platform incorporates the latest advancements in technology, providing young people with an engaging and interactive experience that supports their learning and development. It is designed to be accessible and easy to use, with a user-friendly interface that is intuitive and responsive.
The RJ Project is designed with input from young people, educators, and mental health professionals, ensuring that it is tailored to the needs of the target audience. Our platform will be aligned with the latest research in education and psychology, incorporating evidence-based strategies for social and emotional learning.
The RJ Project aims to provide young people with a toolkit for managing their emotions and resolving conflicts constructively. Through our platform, young people will have the opportunity to practice conflict resolution, empathy, communication, and self-awareness, in a safe and supportive environment. The platform is interactive, engaging, and fun, which helps to promote sustained engagement and motivation.
Our platform will also include a comprehensive data analytics dashboard, providing educators with insights into student performance, engagement, and progress. This information will allow educators to tailor their support to individual students, providing targeted feedback and intervention strategies to support their growth and development.
We believe that our solution has the potential to transform the Canadian education system, providing young people with the skills they need to thrive in a rapidly changing world. Our business model is based on a subscription model, providing ongoing revenue streams and scalability potential. We are seeking strategic partnerships with schools, educators, and mental health professionals to ensure that our platform is reaching those who need it the most.
In summary, the RJ Project is a revolutionary platform that addresses the pressing need for social and emotional learning among young people in the Canadian education system. By providing young people with a fun and engaging way to develop positive life and social skills, we can reduce negative behaviors and disciplinary actions, leading to a more positive school environment and ultimately, greater long-term success for our young people.
The RJ Project is an innovative solution designed to address the pressing need for social and emotional learning in Canadian elementary schools. Through an interactive video game, our platform promotes social-emotional learning and conflict resolution skills in students, with a focus on restorative practices, methods, and principles.
The game allows students to enter a virtual world as a character of their choosing, where they face challenges, conflicts, and barriers typical of their age and grade level. The choices they make will result in either positive or negative outcomes, enabling them to learn from their mistakes and build a toolkit for conflict resolution that promotes compassion and empathy.
Gameplay is split into three distinct categories: exploration/movement, emotion labelling/conversation, and minigames. During the exploration segment, students discover the sources of conflict and engage in conflicts to orchestrate solutions based on their emotional responses. The emotion labelling/conversation mechanic presents students with a sentence they want to build, comprising phrases floating in a cloud-like section underneath the objective sentence. This mechanic teaches students restorative justice conversational tactics and gradually allows them greater freedom in sentence construction as they progress through subsequent levels.
As with real-life scenarios, the current emotional state invoked by the situation obstructs and impedes the player's ability to accurately describe or resolve conflicts. To reduce the impact of emotions, students participate in minigames that revolve around emotional regulation. Minigames, spread throughout various exploration segments, offer students a chance to be creative, take time away from emotionally compromising situations, and return when they better grasp their feelings.
Our platform is scalable, cost-effective, and accessible to all schools and educators. It provides insights and analytics that inform educators' practices, support individual students, and integrate social and emotional learning into the curriculum effectively. By using the latest technology and evidence-based strategies, the RJ Project empowers young people to develop the skills they need to succeed, reducing negative outcomes and fostering a more positive and productive society. We believe that by investing in social and emotional learning, we can create a brighter future for everyone.
Our initial implementation will focus on the Hamilton-Wentworth school board area in Ontario, where we have identified a significant need for our solution. However, we plan to expand our reach beyond this area and ultimately serve all of North America.
We believe that our solution has the potential to make a meaningful impact on the lives of students across the continent. By providing a comprehensive toolkit for conflict resolution and promoting empathy and compassion within school communities, we can help foster a generation of socially responsible and emotionally intelligent individuals.
To achieve this goal, we plan to work closely with school districts and educational organizations throughout North America. By partnering with local experts and leveraging our technological infrastructure, we aim to make our solution accessible to as many students as possible. This will involve adapting our content to meet the unique needs of different regions, while ensuring that our core principles and values remain consistent.
Ultimately, our goal is to create a network of empowered and compassionate individuals who are equipped with the tools and knowledge they need to build strong and resilient communities. With a focus on sustainability and scalability, we believe that our solution can help transform the educational landscape across North America and beyond.
Currently, young students are only slowly being introduced to emotional regulation and mindfulness techniques starting in kindergarten, and most teachers don't have enough time to focus on these teachings. The RJ Project will further these lesson outcomes through the delivery of an interactive video game that fosters social-emotional learning, conflict resolution, and community actions, using restorative practices, methods, and principles as the foundation for learning goals.
By engaging students in an interactive video game, we can broaden the positive impact that these approaches have on the health and wellbeing of students. This will help increase classroom engagement, student development, and decrease bullying, racism, and negative occurrences. The solution will help students build important life skills and tools that can be used effectively outside the school to foster stronger and more positive communities.
In conclusion, our solution will serve young students in vulnerable districts, particularly in the Hamilton-Wentworth school board area, by providing them with a toolkit for conflict resolution, promoting empathy and compassion, and ultimately building stronger and more positive communities
Our team is uniquely positioned to deliver the RJ Project solution to the vulnerable school districts in Ontario and beyond. Our team members bring diverse skill sets, including social work, business, programming, UX/UI design, game design, and storytelling, which will enable us to deliver a well-rounded solution that meets the needs of our clients, stakeholders, and community.
In addition, we are actively engaging with potential clients and stakeholders within the educational sector, facilitated through our Faculty of Education at the university. We have consulted with the faculty on the content of the game and are working closely with a former school principal who has implemented restorative justice in his school. This collaboration will allow us to design a solution that is not only practical but also effective in the school setting.
We are also meeting with leading professionals in the creative world to identify market trends and gain advice and guidance on the development of the game. Our team understands the importance of developing a product that meets the needs of our target audience, and we are committed to ensuring that our solution is designed with the user in mind.
Furthermore, we have partnerships with industry leaders in New York State and the University of Berkeley. These collaborations will enable us to gain valuable insights and knowledge on the latest advancements in restorative practices, which will enhance the development and implementation of our solution.
Our team is committed to engaging with youth workers and restorative justice professionals to provide key insight into the benefits of restorative practices with youth and school communities, and how best to incorporate the lessons into the game. This approach will ensure that our solution is meaningfully guided by the communities' input, ideas, and agendas.
Overall, our team's diverse skill sets, partnerships with industry leaders, and commitment to engaging with stakeholders make us well-positioned to deliver a sustainable solution that will positively impact the lives of young students in vulnerable school districts across North America.
- Build core social-emotional learning skills, including self-awareness, self-management, social awareness, relationship skills, and responsible decision-making.
- Canada
- Prototype: A venture or organization building and testing its product, service, or business model, but which is not yet serving anyone
Our solution is a prototype because it is an actual playable version of the game that has gone through several iterations and testing phases. The gameplay is divided into three categories: exploration, emotional labeling/conversation, and minigames. The levels are designed as explorative sections with thematic conflicts that the player resolves through conversation and emotional regulation. The gameplay loop involves the player identifying the source of conflict, navigating the space through exploration mechanics, and engaging in conversation with NPCs to determine a plausible resolution before implementing the solution.
The conversation mechanic is the primary mechanic of the experience and revolves around students forming sentences using various phrases to identify their emotions and offer solutions to conflict sources. This mechanic is directly impacted by the characters' emotional state, with each emotion represented by a visual effect on the words in the selection box. The minigames are spread throughout the levels and built upon real-world emotional management activities, including writing, drawing, and building. They unlock steadily throughout a level to be available when a student needs them most. Some minigames are designed to be playful, including hopscotch or a simple basketball minigame.
We have created a playable version of the game that has undergone several iterations and testing phases to ensure that it is engaging, effective, and enjoyable for our target audience. We have received feedback from focus groups, experts in the field, and potential users to refine our prototype. As a result, we are confident that our prototype is ready for further development and eventual deployment.
Our team believes that Solve can provide a wealth of resources to help us overcome various financial, technical, legal, cultural, and market barriers that we may face as we strive to bring our solution to the education sector.
One of the major barriers we face is the need for technical expertise in developing a robust and effective platform that can seamlessly integrate our various features. We hope that Solve can help us connect with partners who have the necessary technical skills and experience to help us build and scale our platform.
We also recognize that there may be legal and regulatory challenges associated with implementing our solution in the education sector, and we believe that Solve can help us navigate these potential barriers. Additionally, we hope that Solve can help us connect with partners who can help us better understand and navigate the cultural nuances of the Canadian education system.
Ultimately, we believe that Solve can help us achieve our goal of creating a solution that can positively impact the mental health and well-being of students across Canada and beyond. While we understand that Solve is not solely focused on providing monetary support, we believe that the connections and resources available through Solve can help us achieve our goals more efficiently and effectively than we could on our own.
- Technology (e.g. software or hardware, web development/design)
The RJ Project is a highly innovative solution that tackles the critical issue of building social-emotional skills and conflict resolution in students. Our approach is unique in that we have embedded restorative practices into an engaging video game that not only teaches these essential skills but also instills a mindset of empathy, compassion, and equity.
We understand that students need a safe and fun space to learn these skills and that traditional teaching methods may not always be effective. That's why we have created an immersive game environment that provides a fun and engaging experience for students while still delivering important educational outcomes. Our game-based approach provides an innovative and effective way to teach non-cognitive skills and foster positive character traits in youth.
We believe that our solution has the potential to catalyze broader positive impacts in this space. By leveraging technology to deliver a unique educational experience, we can reach a larger audience of students and educators and help them develop the skills they need to succeed in today's interconnected world. Additionally, by incorporating restorative practices and emphasizing empathy and equity, we can help create a generation of youth who are better equipped to deal with the complex social challenges of our time.
Overall, we believe that our innovative approach to social-emotional learning and conflict resolution through video games has the potential to transform the market and make a significant impact on the lives of students.
Our impact goals for the next year include the development of a full beta version of the RJ Project game and the implementation of targeted focus group testing. Within the next five years, we aim to have the RJ Project implemented in multiple school districts in nation wide and into the U.S. market. Our team is committed to delivering quick and manageable solutions to ensure that we achieve these goals within the set time frames.
We predict that by successfully implementing the RJ Project in multiple districts, we will demonstrate its effectiveness in improving social-emotional learning and conflict resolution skills in students. This will position us as a leader in the ed-tech space, with the potential to revolutionize how we approach social-emotional learning and conflict resolution in primary school education. We aim to create a ripple effect of positive change across the education sector, leading to a more empathetic and compassionate generation of young leaders who will become positive agents of change in their communities and beyond.
- 3. Good Health and Well-being
- 4. Quality Education
- 16. Peace, Justice, and Strong Institutions
- 17. Partnerships for the Goals
To measure progress toward our impact goals, we have developed a set of metrics to evaluate the effectiveness of our solution. These metrics are aligned with our short-term, medium-term, and long-term impact goals.
In the short term, we will measure our progress based on the levels of student engagement, improvement in classroom culture, and reduction in conflict occurrences. We will track the number of students actively participating in the game and the level of enthusiasm they demonstrate during gameplay. Additionally, we will monitor changes in the classroom environment and the frequency of conflicts before and after implementing the RJ Project.
In the medium term, we will measure our progress based on a decrease in incidences of bullying, improvements in school culture, and a reduction in incidences of racism. We will gather data through surveys and focus groups to assess the attitudes and behaviors of students and teachers. We will also collect feedback from school administrators to gauge the overall impact of the RJ Project on the school culture.
In the long term, we will measure our progress based on a reduction in suspensions and expulsions, and a reduced dropout rate. We will track the number of disciplinary actions taken against students, and analyze trends over time. We will also monitor graduation rates and assess the impact of the RJ Project on student retention and academic achievement.
The RJ Project's theory of change is centered around implementing effective intervention strategies that focus on restorative practices and social-emotional learning to create positive change in school communities. By providing an engaging and interactive video game platform, we can facilitate a safe and inclusive space for students to learn and develop critical skills such as empathy, compassion, conflict resolution, and equitable treatment of others.
Our ultimate goal is to create a global movement that encourages and empowers students to become agents of change. By instilling these values and skills in students, we believe they can make a significant impact in their communities, both inside and outside of school.
To measure our progress towards this theory of change, we will track short-term metrics such as student engagement and improvements in classroom culture, medium-term metrics such as reductions in bullying and racism, and long-term metrics such as reductions in suspensions and expulsions and increased graduation rates. By continuously assessing and adapting our strategies, we believe we can create a long-term, sustainable impact in school communities.
The RJ Project focus is to create a community that fosters positive mindsets and behavior through restorative practices and social-emotional learning. By empowering students with the necessary skills and values, we aim to create a global movement of young agents of change who can make a significant impact in their communities.
The RJ Project's core technology centers around the development and utilization of a video game platform that seamlessly integrates a variety of cutting-edge tools and software. This includes the use of advanced programming languages such as C++, Java, and Python, as well as powerful graphic design software like Adobe Creative Cloud and Unity. The game will also utilize sophisticated audio engines, artificial intelligence algorithms, and random number generators to create an immersive, interactive experience that engages students on multiple levels.
The game development process will incorporate agile methodologies, enabling rapid iteration and testing to ensure that the platform is optimized for maximum engagement and impact. In addition, the team will leverage cloud-based infrastructure and machine learning algorithms to continuously monitor and optimize the game's performance and user experience, using data analytics and user feedback to drive ongoing improvemen
- A new business model or process that relies on technology to be successful
- Ancestral Technology & Practices
- Artificial Intelligence / Machine Learning
- Blockchain
- Software and Mobile Applications
- Canada
- United States
- Not registered as any organization
The foundation of the RJ Project is to incorporate diversity, equity, and inclusion on all levels, from the creation of the game itself to the foundation of our team. The video game will incorporate diverse coding language from multiple perspectives using the teams cultural background as guidance and the foundation of the team is built through a multi-cultural lens. The game will also highlight a diverse range of characters and ensure that students from a wide range of backgrounds are respected, represented, and reflect the growing cultures in our educational sectors. Our team mirrors this philosophy and safeguards that equality and inclusivity is paramount to what we accomplish.
The RJ Project's social business model is a unique and innovative approach that ensures a sustainable solution to the pressing social issue of student conflict and disengagement in the classroom. By targeting key stakeholders such as youth, communities, families, and youth agencies, we are creating a comprehensive approach to solving the problem at hand.
For our main customers, schools, the RJ Project provides a valuable proposition that aligns with their core mission of providing quality education to students. Our solution will create a more positive classroom culture, which will increase engagement and participation among students. This will lead to a more efficient use of teacher time and resources, resulting in improved educational outcomes.
In addition, the RJ Project's social business model is designed to generate long-term benefits for our stakeholders. By instilling the values of emotional regulation, conflict resolution, and EDI practices, we are equipping students with tools that will help them navigate difficult situations throughout their lives, leading to improved outcomes in their personal and professional lives.
The RJ Project's social business model presents a valuable proposition to schools and other stakeholders, providing a sustainable solution to the pressing issue of student conflict and disengagement in the classroom while also creating long-term benefits for our stakeholders.
- Organizations (B2B)
In the short term, we plan to secure funding through grants and donations from foundations and government organizations that support education, social justice, and youth development. Additionally, we plan to generate revenue by selling our video game to schools and educational institutions. We will offer different pricing plans, depending on the number of licenses purchased, to ensure accessibility to schools of varying sizes and budgets.
In the long term, we plan to expand our revenue streams by partnering with government organizations and educational institutions to provide training and implementation services for the RJ Project. We also plan to explore the possibility of licensing our technology to other organizations that are working on similar initiatives.
To ensure financial sustainability, we will monitor and analyze our revenue streams regularly to identify areas of growth and potential risks. We will also continue to seek out new funding opportunities and partnerships to support the growth and impact of the RJ Project.
The RJ Project is still in the prototype stage of development, and we have yet to market test the product. Primary research indicates that there is a desire and willingness for products of this kind to be implemented within the school sector. We have approached schools and have found them to be very receptive to paying for the platform on a subscription basis as there are specific line items in their budgets for this type of product. We have generated strong interest from local school boards, who have expressed a willingness to pay for our product and are willing to work with us.