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Exercise

Social-Logical Monopoly

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Game which develops logical thinking, creativity and makes think about social behaviour

Aims of the tool

During this activities, the social, creativity and logical thinking activities will be developed. The student will have to talk about the decisions they would take in certain situations and solve the moral dilemmas. They will have to deal with the logical puzzles and use their creativity to answer some questions. They will have to decide whether to award the other participants with the money for their answer so they will have opportunity to talk about the social justice.

Description of the tool

1. Divide the students into group.
2. Explain the rules of the game. It is a Monopoly-style game, so the students should be familiar with that.
a) Give each student 150$.
b) Students put their counters on the start. They throw the dice and they move the number of steps that is on the dice.
c) Each field is worth certain amount of money. This is the amount of money they can win or loose.
d) When someone steps on the field, they can decide whether to take the challenge or to be safe. If they don’t take the challenge they don’t loose money but they also don’t take the money.
e) If a student decides to take the challenge, they have to take the card that is the same colour as the field they stepped on (The tasks should be printed on the pieces of paper that are the same colour as the fields).
f) There are 3 types of fields: logical/creative, moral dillemmas and chance.
If the students steps on the chance and they decide to take it, they just read it and follow the instructions.
If the student steps on the logical/creative task, they take it and they try to answer the task. Another person takes the card with the answer and checks it (you should number the tasks and the answers on the back of the cards). If they answer correctly, they win the money. If they don’t give correct answer, they should pay the money to the bank.
If the student steps on the moral dilemma field, they need to answer the question. The other participants may ask additional questions. After the answer, the group needs to decide whether the answering person should get the money, shouldn’t get them or maybe should pay some money.
g) You may finish the game at any point, because there’s no end of the board.


QUESTIONS FOR DEBRIEFING

1. Who in your group got the most money?
2. How much money did you have at the end?
3. Was there a situation when you didn’t get any money?
4. Did you decide not to take challenge? Why?
5. Was there a situation that despite answering the question, the group decided not to give you any questions?
6. Did you solve any logical questions?
7. Was it easy to answer the questions?
8. How did you feel when you didn’t know the answer for the question?
9. How did you feel with the moral dilemma questions?
10. How did you feel when the group decided not to give you the money?
11. Why do you think did you feel this way?
12. Do you think imagining such situations can prepare you to the real life?
13. Do you think the logical questions may help you to look to the problems from the different perspective?

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Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

http://toolbox.salto-youth.net/1785

This tool is for

4 - 5 people aged 13+

and addresses

Personal Development

It is recommended for use in:

Youth Exchanges

Materials needed:

Boards, counters, dice, artificial money, question cards.

Duration:

Approximately 40 minutes

Behind the tool

The tool was created by

Agata Wardynska, Maria Jesus Julia Bayari, Marta Borrul Navarro

in the context of

Boards, counters, dice, artificial money, question cards.

The tool has been experimented in

Training course

The tool was published to the Toolbox by

Alla Zhurko (on 30 March 2016)

and last modified

25 January 2016

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