ON DEMAND | Electronic and Gaming Addiction, a New Crisis is organized by Jack Hirose & Associates Inc.
On Demand | Available Until August 1, 2020
Who Should Attend:
Education and Clinical Professionals: All education and mental health or healthcare professionals who work with children or youth including, but not limited to K–12 Classroom Teachers, School Counsellors, Learning Assistance/Resource Teachers, School Administrators, School Paraprofessionals including Special Education Assistants, Classroom Assistants and Childcare Workers • All other professionals who support behavioural challenges and complex learning needs including but not limited to: Nurses, Social Workers, Psychologists, Clinical Counsellors, Family Therapists, Occupational Therapists, Speech Language Pathologists, Addiction Counsellors, Youth Workers, Mental Health Workers, Probation Officers and Community Police Officers.
This six-hour webinar will emphasize practical information from clinician Jay Berk, Ph.D., Psychologist, with over 20 years experience working with children, adolescents and young adults. Dr. Berk has become fully aware that over the years there has been a growing area of concern for individuals and was pleased to see that recently the World Health Organization announced a diagnosis of electronic gaming addiction as a formalized diagnostic tool.
With Dr. Berk’s over 20 years of experience, he will guide individuals taking this course through the deficits that lead to electronic addiction, the susceptibility factors, interventions and treatment modalities that clinicians, school professionals and others can use.
This seminar, as in Dr. Berk’s other seminars, stresses practical strategies and implementation rather than theory. Although he will touch on statistics, he will focus more on strategies that truly work for intervention.
Dr. Berk’s seminars are time and time again reviewed by professionals in attendance and rated highly as some of the best seminars even seasoned professionals have ever attended.
At the end of the seminar, participants should be able to:
• Identify specific differences between those who use electronics, versus those who are addicted.
• Participants will be able to have a variety of intervention tools to utilize directly with clients.
• School personal or those working with school personal will have strategies to be able to help introduce healthy use of electronics and a balance.
• Participants will be able to learn how to coach parents in better creating a balance or intervening with children or adolescents addicted to electronics.
• Participants will be able to create for strategic plans for families to utilize with children and adolescents to prevent electronic addiction and to intervene with those already addicted.
• Participants will be able to identify strategies to use to prevent rage reactions and to interact when clients have rage reactions to games being taken away.
• Participants will be able to identify at risk factors for future difficult behaviors, such as gambling addiction.
• Participants will be able to help individuals develop better social skills needed as they relate to the likelihood of gaming addiction.
• Participants will be able to help reduce the possible exploitation of children and adolescents on video games and electronics.
• Participants will be able to reduce contagion factor of individuals being exposed to inappropriate online activity.
• Participants will be able to identify specific strategies that can be implemented in the home school settings.
• Participants will receive up-to-date information regarding research that is applicable to treatment and intervention with this population.
• Participants will be able to have specific strategies regarding populations that are at specific risk, such as autism, anxiety disorder and depression.
• Participants will be able to create gaming/internet contracts for families.
• Participants will be able to help with designing both rewards and consequences for appropriate internet and gaming usage