Skip to content
All Things
Classroom
Let's talk
Blog
Game-Based Learning4 min read

Why every game session starts with "how are we feeling?"

The check-in looks like a warm-up. It's the part that makes the rest of the hour work — and it's where the social-emotional learning actually starts.

SKShreyas KoushikAll Things Classroom

Cover art for the game EJ Joe

A sixty-minute game-based session runs in four parts: check-in, introduction, guided play, debrief. Everyone understands why the debrief matters. Fewer people understand why we protect the first ten minutes, which look, from the doorway, like a class not doing much yet.

What the check-in does

The question is always some version of "how are we feeling today?" and the answers are always some version of one word. That's fine. The purpose isn't therapy; it's three practical things. It gives every student a turn to speak before the noisy ones take over. It puts emotional vocabulary into the room — the same vocabulary the game will lean on when a team falls apart at minute thirty-five. And it tells the educator who needs watching today.

A student who said "tired" at minute two and "frustrated" at minute forty has told you a story you can work with.

Why games need it more than lessons do

Games produce emotion on purpose — competition, pressure, the sting of a bad decision. That is why they work for skills like managing frustration or resisting peer pressure. But you cannot debrief an emotion a student doesn't have a word for. The check-in front-loads the words. Later, when a team argues about who dropped the ball in a co-operative round, "I felt ignored" is available where "whatever" would otherwise be.

Three ways to run it

  • One word each, round the room, no comments. Fast, fair, and it works with thirty students.
  • A number from one to five and, optionally, why. Good for older groups who find feelings-talk awkward.
  • "Weather report": sunny, cloudy, stormy. Younger students love it; it also gives shy ones a way to say "not great" without spelling it out.

Whichever you choose, the rule is the same: the educator goes first and answers honestly. Students will not say "anxious" in a room where the adult said "fine".

SK

Written by

Shreyas Koushik

All Things Classroom

Writes about learning design, AI in the classroom and what actually works with students.