Toolbox — For Training and Youth Work
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Simulation Exercise
The SBM Game is an awareness raising game about autonomy, designed for people who are experiencing a process of transition – young people and adults leaving the care system and in need to acquire independence – and for the professionals that support them.
Desired learning outcomes:
1. To approach and discuss adulthood as a path towards autonomy.
2. To raise awareness on the challenges and opportunities of becoming autonomous
3. To promote the development of life skills related autonomy.
Depending on the type of players involved, the SBM Game can be used as:
- an ice-breaking tool at the beginning of a deeper discussion on autonomy
- an educational tool (if played with care-leavers, youngsters and adults in transition)
- a training tool (if played with professionals) on how to approach the discussion on autonomy with youngsters
The game is set in a parallel universe where 16 years old boys and girls are compelled to leave their own families and explore the world, facing the challenges of life: to cultivate personal relationships with other people, to stay healthy, to study and train, to find a job and a house, to cultivate their own interests, to manage their own resources.
Depending on the type of players involved, the SBM Game can be used as:
- an ice-breaking tool at the beginning of a deeper discussion on autonomy
- an educational tool (if played with care-leavers, youngsters and adults in transition)
- a training tool (if played with professionals) on how to approach the discussion on autonomy with youngsters
Therefore, the game is divided into 2 different sessions:
A playing session
A debriefing session
These two sessions can last and be managed differently, depending on participants, on the context and on the specific educational and training needs.
The person who leads the game is the Game Master.
The SBM Game was designed drawing on the results of a consultation process that involved young care-leavers, former care-leavers and several professionals involved in the care system in 4 different countries, within the European funded project Stand by Me – Social-Ecological approaches for care-leavers inclusion through participatory policymaking. Characters, challenges and emotions mentioned, stories and events experienced in the Game are inspired by care-leavers’ stories, ideas and suggestions.
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.
http://toolbox.salto-youth.net/2862
This tool is for
youngsters and adults who are going to leave care, care-leavers ageing out of 18, professionals committed in the educational and care system and more in general youngsters approaching adulthood. SBM game is available in: EN, IT, EL, RO, SV on https://codiciricerche.github.io/standbymegame/
and addresses
Personal Development
It is recommended for use in:
Capacity Building
Materials needed:
The SBM Board Game KIT includes:
39 hexagonal cards (6 PLAYER cards, 6 CHALLENGE cards, 24 GAME cards and 3 JOKERS)
6 Player Charts
The booklet of Cards&Stories
The Guidelines of the Game
Further materials needed:
- a table with as many chairs as players
- a pen for each player
- at least 1 die
- 6 tokens to identify each player (small cork stoppers or cubes)
- 4 tokens for each player to track resources: Cubes (diameter max 1 cm) - you can find them easily on ecommerce website.
Download for free on: https://codiciricerche.github.io/standbymegame/
Duration:
The game is divided into 2 different sessions:
1. A playing session (at least 1h)
2. A debriefing session (at least 45 min)
These two sessions can last and be managed differently, depending on participants, on the context and on the specific educational and training needs.
The tool was created by
Codici Social Cooperative (IT) in collaboration with: wemake.cc featuring smarketing° Illustrations: strambetty.com Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
in the context of
Project Stand by Me REC–RCH–PROF–AG–2017–785708
The tool has been experimented in
Trainings for youth workers or educators, workshops with youngsters in residential care or in non formal educational context
The tool was published to the Toolbox by
francesca zamboni (on 27 August 2020)
and last modified
15 May 2020
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