School-run ProD - teacher mental health

Hey everyone. I'm on the ProD committee for our school this year, and one of the items that came up as something teachers wanted to explore during ProD was teacher mental health. We did a survey to ask what people wanted covered, so I've got a list of topics but I could use some suggestions on ideas that would make this a well-run, beneficial day for teachers.

The biggest concern our survey demonstrated is burnout. Teachers are just exhausted. This comes as no surprise to us, and unfortunately we are at the mercy of the employer on work conditions, class size, admin support, etc. This isn't a problem a single ProD day can fix.

When we asked teachers what they needed the most help with re: mental health, they said:

  • Boundary/balance-setting strategies for time, communication, and workload
  • Time- and energy-saving tools for day-to-day teaching tasks
  • Reducing burnout before it builds

We also asked our teachers what would help them the most day-to-day, and here are some themes that emerged:

  • Socializing and getting to know staff to build supportive community (maybe based around food or a destressing activity?)
  • Collaboration
  • Creating general emergency lesson kits for when teachers are sick and can't put sub notes together
  • Creating a kit for new or early-career teachers, specifically with how to juggle a million things when older teachers don't volunteer as much
  • Strategies to streamline assessment

SO, questions for you guys:

  • What type of speaker, if any, would be *actually* helpful to hear from?
  • What do you envision as helpful activities we could run around this theme?

Thanks everyone! Enjoy the last few weeks of freedom :)

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u/bchmgal — 5 days ago

With the bar set so high...what can we meaningfully improve?

I've logged well over 1000 hours in this game, and with every playthrough I bask in how masterful this game really is. The system design (hunting, camping, fishing, honour, bounties, weather, wildlife, fast travel, the collection quests, compedium, emergent encounters, etc etc.) is so beautifully done, so naturally interocnnected, and so woven into the fabric of the game that save a few minor tweaks, they still feel unmatched years later.

The real challenge for RDR3 to me would be in these gameplay systems. Obviously, the story and locations would need to change, and lots of really cool ideas have been discussed at length on this sub. However, I keep coming back to this nagging question: how do you think Rockstar could meaningfully expand the gameplay loop? What systems would you add or expand on that would make the game genuinely better without losing what makes this game so special?

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u/bchmgal — 27 days ago