Building Social-Emotional and Career Skills Through Gameplan at Menta

Building Social-Emotional and Career Skills Through Gameplan at Menta

Jul 10, 2025

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Summary

At Menta Group, a therapeutic school in Illinois, educator Aaron Bluestein uses Gameplan’s flexible, game-based curriculum to engage students with special needs in social-emotional learning and career exploration. From non-verbal students opening up through Minecraft to students practicing emotional regulation in real time, Gameplan became a bridge between what students love and what they need. Behavior improved, engagement increased, and students who once hated school began to thrive - and imagine futures in new career pathways.

The Story of The Menta Group

Where SEL Meets Career Skills: Inside a Game-Based Therapeutic Classroom

The Menta Group runs 33 schools across Arizona, Illinois and Texas. They have over 50 years of experience and offer evidence-based educational programs aimed at addressing the needs of students with special needs. Ranging from behavioral challenges to neurodivergence. 

Aaron Bluestein, a lead credit recovery teacher in Illinois with a Master’s in Digital Learning, saw an opportunity in video games. Being a gamer himself, he was eager to use what students love to build a bridge towards what they need the most:  emotional growth, social learning, and a vision for their future.

“Gameplan is opening doors for kids that normally hate going to school.” – Aaron Bluestein

About the Educator: Aaron Bluestein

Aaron leads the credit recovery and therapeutic video game program at Menta. With a background in digital learning and a personal passion for gaming, he approaches education with empathy, flexibility, and a drive to meet students where they are, especially those who are rarely met there.

“When I was in high school, I would’ve done anything to be in a program like this. What we’re doing is wonderful.” – Aaron Bluestein

Impact Spotlight

Noticeable improvement in student communication and self-regulation Behavior incidents reduced through esports-based classroom management Special needs students, including those on the autism spectrum, became more engaged and vocal Students are excited to participate, even those who previously disliked school Career exposure for students who are not on college-bound tracks "We’re motivating students to see esports through a career-focused lens. For those who may not be college-bound, gaming becomes a gateway to thinking about their future. Through video games and esports, we’re helping them explore real career opportunities they may have never considered otherwise." – Aaron Bluestein

The Challenge: Academic Rigor Without Relevance Didn’t Work

At Menta, many students come in with emotional regulation struggles and learning gaps. Traditional academics fail to spark engagement most of the time, especially when it is detached from student interest.

“We often face challenges with engagement. Students tend to lose interest when something feels too academic. That’s why we use games as a lens for teaching. By tapping into the interest and engagement students already have with video games, we can channel it in a constructive way that teaches real skills.” – Aaron Bluestein

The challenge was more than engagement, it was about giving students tools to manage frustration, communicate with others, and introduce them to new college and career pathways in a world where school had often failed them. 

Let’s hear from Aaron Bluestein himself:

The Solution: Weaving Academics and Interests Into One Program

Aaron had already done academic research into video games and learning. But Gameplan gave him a way to put those theories into practice and personalize them at scale.

"Gameplan was recommended to us while I was doing research. In graduate school, I had explored using video games as a teaching tool. But what we’re doing now takes it to another level by moving beyond theory and putting it into practice." – Aaron Bluestein

Key reasons Menta chose Gameplan:

  • Flexibility to edit and tailor content for individual student needs

  • Visibility into how long students engage and what they complete

  • Engaging design and gamified incentives to encourage participation

  • A platform that supports SEL skill development, not just academics

How The Menta Group Used Gameplan: 

Phase 1: Implementation & Customization

The team built out a therapeutic video game program using Gameplan’s curriculum as the foundation. Students were allowed to choose games within teacher-approved boundaries and content was adapted accordingly.

“Rather than shoehorning students into one game only 20% like, we let them  pick what they’re into and then we build from there.” – Aaron Bluestein

This sense of choice helped students feel seen. For example, a student with autism who was obsessed with Sonic suddenly came alive when Sonic was integrated into a learning unit.

“For students on the autism spectrum, their hyperfixations can be turned into a powerful tool. For instance, if a student loves Sonic, and we’re able to incorporate that game into their education. We see real progress both academically and socially. In some cases, students who rarely speak begin to open up and engage when their interests are included." – Aaron Bluestein

Phase 2: SEL Development and Real-World Practice

Through guided lessons, students learned to manage frustration and regulate emotions. In one case, a lesson about regulating emotions while gaming helped students practice calming strategies when a game failed to load.

“They were upset, but then they remembered what we discussed, and they calmed themselves down. That’s real learning.” – Aaron Bluestein

Gameplan also helped develop team-based skills. Students learned to reflect on teamwork vs. solo play, how to handle being short a team member, and how to apply classroom rules in a structured yet fun way.

The Results: Turning Video Games Into a SEL and Career Exploration Lifeline

The impact of Gameplan extended far beyond the screen.

  • Behavior incidents decreased as students found purpose and structure

  • Students with communication problems began communicating through shared game spaces

  • SEL competencies like emotional regulation and self-awareness improved

  • Students who disliked academics became invested in the classroom community

  • Gameplan became a catalyst for confidence, routine, and personal growth

“In our first year, we had two students who wouldn’t talk to anyone. But when they started sharing a Minecraft world, something changed. They began talking to each other about what they wanted to build and create. We use the game as an incentive, but it becomes so much more.” – Aaron Bluestein

Key Takeaways

  • Career Readiness for All: Students not on college-bound paths began to see futures in gaming, content creation, and esports

  • Games Are a Powerful Lens: When academics don’t reach students, game-based learning does

  • SEL Happens Through Practice: Gameplan created space for students to apply social-emotional strategies in real time

  • Behavior Improved with Structure: Gameplan reinforced classroom norms in a format students respected

“Since implementing the program, we’ve seen a real improvement in students’ social skills. Having that shared interest in games has been effective in building confidence and supporting social-emotional learning” – Aaron Bluestein

Creating Your Success Story

The students Aaron works with are often underestimated. But with the right environment and the right tools, they thrive.

Gameplan helped gave students agency, identity, and a place to feel successful. It gave staff visibility and flexibility. And it gave Aaron the platform to do what he believed in: connect with kids on their terms and help them build the skills they need for a future that feels possible.

"Students who are into gaming and esports are loving Gameplan. They’re excited, engaged, and eager to participate."– Aaron Bluestein

If you’re working with students who feel like school was never made for them, maybe it’s time to make school into something new. Choose a time and date that suits you and let’s build this together!

The Story of The Menta Group

Where SEL Meets Career Skills: Inside a Game-Based Therapeutic Classroom

The Menta Group runs 33 schools across Arizona, Illinois and Texas. They have over 50 years of experience and offer evidence-based educational programs aimed at addressing the needs of students with special needs. Ranging from behavioral challenges to neurodivergence. 

Aaron Bluestein, a lead credit recovery teacher in Illinois with a Master’s in Digital Learning, saw an opportunity in video games. Being a gamer himself, he was eager to use what students love to build a bridge towards what they need the most:  emotional growth, social learning, and a vision for their future.

“Gameplan is opening doors for kids that normally hate going to school.” – Aaron Bluestein

About the Educator: Aaron Bluestein

Aaron leads the credit recovery and therapeutic video game program at Menta. With a background in digital learning and a personal passion for gaming, he approaches education with empathy, flexibility, and a drive to meet students where they are, especially those who are rarely met there.

“When I was in high school, I would’ve done anything to be in a program like this. What we’re doing is wonderful.” – Aaron Bluestein

Impact Spotlight

Noticeable improvement in student communication and self-regulation Behavior incidents reduced through esports-based classroom management Special needs students, including those on the autism spectrum, became more engaged and vocal Students are excited to participate, even those who previously disliked school Career exposure for students who are not on college-bound tracks "We’re motivating students to see esports through a career-focused lens. For those who may not be college-bound, gaming becomes a gateway to thinking about their future. Through video games and esports, we’re helping them explore real career opportunities they may have never considered otherwise." – Aaron Bluestein

The Challenge: Academic Rigor Without Relevance Didn’t Work

At Menta, many students come in with emotional regulation struggles and learning gaps. Traditional academics fail to spark engagement most of the time, especially when it is detached from student interest.

“We often face challenges with engagement. Students tend to lose interest when something feels too academic. That’s why we use games as a lens for teaching. By tapping into the interest and engagement students already have with video games, we can channel it in a constructive way that teaches real skills.” – Aaron Bluestein

The challenge was more than engagement, it was about giving students tools to manage frustration, communicate with others, and introduce them to new college and career pathways in a world where school had often failed them. 

Let’s hear from Aaron Bluestein himself:

The Solution: Weaving Academics and Interests Into One Program

Aaron had already done academic research into video games and learning. But Gameplan gave him a way to put those theories into practice and personalize them at scale.

"Gameplan was recommended to us while I was doing research. In graduate school, I had explored using video games as a teaching tool. But what we’re doing now takes it to another level by moving beyond theory and putting it into practice." – Aaron Bluestein

Key reasons Menta chose Gameplan:

  • Flexibility to edit and tailor content for individual student needs

  • Visibility into how long students engage and what they complete

  • Engaging design and gamified incentives to encourage participation

  • A platform that supports SEL skill development, not just academics

How The Menta Group Used Gameplan: 

Phase 1: Implementation & Customization

The team built out a therapeutic video game program using Gameplan’s curriculum as the foundation. Students were allowed to choose games within teacher-approved boundaries and content was adapted accordingly.

“Rather than shoehorning students into one game only 20% like, we let them  pick what they’re into and then we build from there.” – Aaron Bluestein

This sense of choice helped students feel seen. For example, a student with autism who was obsessed with Sonic suddenly came alive when Sonic was integrated into a learning unit.

“For students on the autism spectrum, their hyperfixations can be turned into a powerful tool. For instance, if a student loves Sonic, and we’re able to incorporate that game into their education. We see real progress both academically and socially. In some cases, students who rarely speak begin to open up and engage when their interests are included." – Aaron Bluestein

Phase 2: SEL Development and Real-World Practice

Through guided lessons, students learned to manage frustration and regulate emotions. In one case, a lesson about regulating emotions while gaming helped students practice calming strategies when a game failed to load.

“They were upset, but then they remembered what we discussed, and they calmed themselves down. That’s real learning.” – Aaron Bluestein

Gameplan also helped develop team-based skills. Students learned to reflect on teamwork vs. solo play, how to handle being short a team member, and how to apply classroom rules in a structured yet fun way.

The Results: Turning Video Games Into a SEL and Career Exploration Lifeline

The impact of Gameplan extended far beyond the screen.

  • Behavior incidents decreased as students found purpose and structure

  • Students with communication problems began communicating through shared game spaces

  • SEL competencies like emotional regulation and self-awareness improved

  • Students who disliked academics became invested in the classroom community

  • Gameplan became a catalyst for confidence, routine, and personal growth

“In our first year, we had two students who wouldn’t talk to anyone. But when they started sharing a Minecraft world, something changed. They began talking to each other about what they wanted to build and create. We use the game as an incentive, but it becomes so much more.” – Aaron Bluestein

Key Takeaways

  • Career Readiness for All: Students not on college-bound paths began to see futures in gaming, content creation, and esports

  • Games Are a Powerful Lens: When academics don’t reach students, game-based learning does

  • SEL Happens Through Practice: Gameplan created space for students to apply social-emotional strategies in real time

  • Behavior Improved with Structure: Gameplan reinforced classroom norms in a format students respected

“Since implementing the program, we’ve seen a real improvement in students’ social skills. Having that shared interest in games has been effective in building confidence and supporting social-emotional learning” – Aaron Bluestein

Creating Your Success Story

The students Aaron works with are often underestimated. But with the right environment and the right tools, they thrive.

Gameplan helped gave students agency, identity, and a place to feel successful. It gave staff visibility and flexibility. And it gave Aaron the platform to do what he believed in: connect with kids on their terms and help them build the skills they need for a future that feels possible.

"Students who are into gaming and esports are loving Gameplan. They’re excited, engaged, and eager to participate."– Aaron Bluestein

If you’re working with students who feel like school was never made for them, maybe it’s time to make school into something new. Choose a time and date that suits you and let’s build this together!

Written by

Gameplan Team

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In-platform screenshot of Gameplan's dashboard

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