What essential elements should be included in a health teaching plan addressing physical, emotional, social, and spiritual challenges in adolescents?
Adolescence is one of the most dynamic stages of human growth and development. The rate of developmental changes during adolescence is second only to infancy. Good health (physical, emotional, social and spiritual) enables young people to make the most of their teenage years. A comprehensive health education plan for adolescents should equip them with knowledge and skills to minimize the effect of the community on their behavior. For example, educating adolescents on nutrition and exercise could help them to avoid developing unhealthy eating behaviors evident in their families. The educational plan should, therefore, incorporate four main topics: sexual health, nutrition and exercise, drug and substance abuse, and mental health.
As understudies advance into higher grades, the quantity of understudies that vibe connected with diminishes from 75% to 34%. Ross Brenneman, the associate supervisor at Education Week Teacher, makes sense of how Gallup, an examination and exhortation firm, studied 1 million US understudies on their commitment to school. They found that with each passing grade, more understudies accept that they aren’t locked in with their schooling and school climate (Brenneman 1). This is huge in light of the fact that it prompts their very own imperfect view training, without really any information on the schooling’s motivation. The improvement material “Virtual Entertainment and The Movement of Ideas” by Edward Kessler makes sense of how the new ascent of informal communities prompts an expansion in the productivity of the development of thoughts. These informal communities allude “to the utilization of ‘online and portable advances to transform correspondence into an intelligent exchange” (Kessler 1). This informal organization can be contextualized as VR gadgets, which treat instructive correspondence as a communication among understudies and their learning, subsequently prompting higher commitment. The utilization of VR is additionally examined by Jane McGonigal in her TED talk “Gaming Can Make a Better World.” Using the case of environmental change to pass on her message, McGonigal makes sense of how gaming through expanded gadgets can be utilized to help people comprehend and take care of perplexing certifiable issues (McGonigal). This innovation can be applied to scholastics by exposing understudies to a kind of game that upgrades their learning. There have proactively been banters on bringing VR into instructive settings, as a large number of the thought make sense of that it is exorbitant and not compelling to the point of overwhelming conventional educating techniques. Right now, instructors prevalently utilize conventional techniques for educating: course readings and talks. As interpersonal organizations progressively become incorporated into our general public, changing educational plans by inserting informal communities is an inquiry to be thought of. Thusly, VR gadgets can help understudies’ schooling and abilities to learn by making them more drew in with their way of learning, which can be preferable over current educating strategies.
In contemporary society, understudies are familiar with getting data through intuitive learning conditions because of the ascent of web-based entertainment. Their insight into news and training beyond the homeroom comes from casual encounters, for example, posts and recordings on stages like Snapchat or Instagram. Conversely, as per Elliot Hu-Au and Joey J. Lee, a doctoral understudy and a talk teacher, separately, of Columbia University, understudies’ schooling in a study hall setting comes