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Culture Learning: Simulations
& Exercises
Games are a fun and effective way to introduce issues of cultural
awareness and intercultural communications to students. The information
on this page, compiled by the Intercultural Studies Project, is
a good place to start looking for specific cultural simulations
and exercises and for ways to incorporate them into the curriculum.
Films and videos also
make good introductions to issues related to culture, and can serve
as starting points for classroom discussions of such issues.
Contents of this page:
Simulation Games
Aid to Minorians / Intercultural Sourcebook
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Participants are divided into two groups: The Minorians
are a poor and underdeveloped society; while the Majorians
are wealthy and are trying to plan a project to help the Minorians.
Cultural assumptions and the relationship between donor and
receiving parties are examined. |
Albatross / Beyond Experience
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This is a nonverbal role-playing activity that can incorporate
a variety of themes, such as male-female relationships and
privilege. Participants are asked to watch a brief role-play
and then describe what they saw. Most will interpret what
they saw and begin to judge the characters in the role while
only having seen, but not heard, anything. This exercise provides
a good example of how people give meaning to unique events
based on their own experiences. |
Alternatives: A Game of Understanding / Intercultural
Press
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This board game examines the relationship bewteen gay,
lesbian, and bisexuqal groups and heterosexual groups in contemporary
society. Any number of people can play and it includes aspects
of both board games and role-playing exercises. |
Bafa' Bafa' / Simulation Training Systems
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Participants are divided into two cultures, and are asked
to travel back and forth between them. Players try to understand
the other culture through these visits while maintaining their
own cultural role. This simulation shows how easy it is to
misinterpret actions and exchanges when the rules are unfamiliar,
and it demonstartes the need for thought-out strategies when
learning about a new culture. |
Barnga / Intercultural Press
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A nonverbal game in which participants are divided into
groups to learn a card game based on a number of simple rules.
What the participants do not know is that each group's set
of rules is slightly different, so when they begin to play
the game with others conflict develops. As players are not
allowed to talk, they must rely on other means of communication.
While sometimes explosive, this game demonstrates how quickly
ingroup-outgroup dynamics form. |
Brief Encounters / HRD Press
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The purpose of this cross-cultural simulation game is to
explore how people perceive cultural differences. It explores
concepts and skills such as enculturation, ethnocentrism,
first impressions, and interacting with culturally different
groups. |
Chatter / HRD Press
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This simulation encourages participants to pay attention
to the dynamics of small group interactions. The purpose is
to have participants experience variations in conversational
styles and to modify their behavior appropriately. |
The Cost of Your Shirt / Resource Center of the Americas
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This simulation exercise is based on the real-life drama
of a Guatemala City maquiladora. Exploring the global
issues behind a union dispute, students play the roles of
plant managers, workers, government representatives, and concerned
US citizens. |
Crisis / Simulation Training Systems
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Participants form teams and each team is instructed to
manage the affairs of a fictional nation. The nations vary
in their resources, strengths, and weaknesses, but must work
together to solve an international conflict. |
Death of a Dissident / Myrin Institute & American
Forum
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This game looks at economic and social development issues.
Set in a Carribean nation, participants are given roles and
asked to negotiate with each other to solve the problems that
arise. |
Diversophy: Understanding the Human Race / George Simons
International
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A board game that helps develop the skills necessary to
understand and collaborate with people from diverse backgrounds.
A conference version is available for large groups, average
playing time is 60-90 minutes. |
Ecotonos / Intercultural Press
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Participants take on roles as members of different cultural
groups and are then asked to interact with others to solve
a problem. This simulation looks at how homogenous groups
work as opposed to how heterogeneous groups work, as well
as examining the assumptions that groups make about the decision
making process and how to work out a problem. |
The Emperor's Pot / Intercultural Sourcebook Vol. 1
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This simulation focuses on the different cultural assumptions
and values of different groups as one group tries to obtain
a valued object from another. Also known as the East-West
Game. |
Exclude / HRD Press
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This game gives participants a chance to experience the
frustrations of being left out of a group or being ignored
by its members. |
Fire in the Forest / American Forum
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The learning themes for this simulation include environmental
protection, respect for other cultures, and economic development.
Set in the Amazon Rain Forest, participants represent conflicting
claims to the land and try to negotiate a solution. |
Grocery Store / American Forum
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In a culturally diverse neighborhood in the inner city,
tensions arise between diverse culture groups. A critical
incident occurs and is interpreted differently by each party.
This game looks at race relations, cultural diversity, and
the different cultural meanings that are attached to different
behaviors. |
Heelotia /Simulation Training Systems
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Similar to Bafa Bafa, this game is easier to conduct. In
this game, the cultural rules are intentionally vague so as
to make the participants decide on their own cultural rules.
Thus, this exercise looks at howdecisions are made, as well
as how one interacts with another culture group. |
Hostage Crisis / Moorehead Kennedy Institute
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In this game, terrorists threaten to harm U.S. hostages
unless their demands are met. As the demands are not feasible,
negotiation becomes critical. The main themes in this game
are Middle Eastern nationalism, issues of justice, and cross-cultural
understanding. |
IDE-GO / Intercultural Sourcebook Vol. 1
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Participants separate into two groups: one simulates North
American culture while the other simulates South American
culture. This game is designed to provide insight into the
interaction processes and behaviors of these two groups. |
Lump-Sum / Weeks, Pederson, & Brislin
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Participants are separated into four groups with differing
backgrounds and interests. They meet to negotiate the allocation
of a specific amount of money. They must decide within an
allotted amount of time or the money will be lost. Likewise,
the game requires unanimous agreement rather than simply majority
rule on the decision, so the only way for any group to win
is for all groups to win. |
The Malonarian Cultural Expedition Team / Meridian House
International
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In this simulation, participants play a team of cultural
anthropologists from the Republic of Malonaria. The team's
assignment is to study the United States in order to prepare
for educational and diplomatic exchanges between the two cultures.
A values approach is taken, and members of the team are asked
to compare American and Malonarian values as a way to further
understanding. |
The Martian Anthropology Exercise / Beyond Experience
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In this exercise, participants are supposed to pretend
that they are studying a new culture, that of the "Martians".
The players are divided into groups, and each group is given
a task to complete before all reconvene as a large group.
Each small group has a different assignment, and assignments
can be altered to fit the specific themes that the teacher
would like to discuss. Suggested group tasks include going
to the public library to study kinship patterns, or going
to a cafe to study communication patterns. Each group is to
pretend that they have never had contact with this "Martian"
culture before, so they must try to make sense of it and then
report back to the larger group. |
The Owl / Beyond Experience Vols. 1 & 2
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A group of reporters are assigned to interview members
of another country and, if acting appropriately, can gain
access to a mysterious cultural event. If they accomplish
the task, the reporters will have their story. Communication
problems arise, though, and the reporters are faced with the
dilemma of needing information while also needing to find
a culturally appropriate way to ask for it. |
Same Difference / HRD Press
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This game helps participants identify several cultural
groups to which they belong, to discover similarities and
differences between themselves and others, to identify personal
attributes which are immediately recognized and the ones which
require time and effort to discover, as well as to differentiate
between relevant and irrelevant attributes in a given situation. |
Starpower / Simulation Training Systems
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Participants form groups with different economic statuses
and learn to trade with each other as a way to improve their
economic status. The most economically viable group is allowed
to alter the rules, though. Alliances quickly form and ingroup-outgroup
dynamics become evident as well as assumptions about the uses
and abuses of power. |
Tisouro: Creating Felt Needs / Beyond Experience (2nd
ed.)
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In this simple exercise players gather in a circle and
pass a pair of scissors to each other. They are only allowed
to say how they are passing the scissors, either closed, crossed
or open. The facilitator gives the instructions in a way that
is ambiguous between participants having the scissors or their
legs be closed, crossed, or open when they pass the scissors.
This exercise examines nonverbal communication, conflicting
signals, and feelings of beinf left out or not understanding
within a group context. |
Where Do You Draw the Line / Simulation Training Systems
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Designed by Gary Shirts, this ethics game explores what
"should be" without excluding consideration of what
"is". |
Publications
Adams, D. (1973).
Simulation Games: An approach to Learning.
Worthington, OH: Charles A. Jones Publishing Company.
Batchelder, D. & Warner, E.C. (1977).
Beyond Experience. Battleboro, VT: Experiment
in International Living.
Buckley, R. & Caple, J. (1990).
The Theory and Practice of Training. San Diego, CA:
University Associates.
Fowler, S. M. (1977).
Intercultural Sourcebook. Pittsburg, PA
Fowler, S.M. & Mumford, M.G. (1995)
Intercultural Sourcebook. Yarmouth, ME: Intercultural
Press.
Gochenouz, T. (ed.) (1993).
Beyond Experience: The Experiential Approach to Cross-cultural
Training (2nd ed.) Yarmouth, ME: Intercultural Press.
Greenblat, C.S. (1988).
Designing Games and Simulations. Newbury Park, CA:
Sage Publications.
Horn, R.E. & Cleaves, A. (Eds.) (1980).
The Guide to Simulations / Games for Education and Training.
Newbury Park, CA: Sage.
Jones, K. (1983)
Simulations for Language Teaching. New Directions in Language
Teaching Series. New York, NY: Cambridge University
Press.
Jones, K. (1985)
Designing Your Own Simulations. New York, NY: Routledge
Chapman and Hall.
Jones, K. (1987)
Simulation: Handbook for Teachers. New York, NY: Nichols
Publishers.
Jones, K. (1988)
Interactive Learning Events. New York, NY: Nichols
Publishers.
Kohls, L. R. & Knight, J. M. (1994)
Developing Cross-cultural Awareness. Yarmouth, ME:
Intercultural Press.
Pfeffer, J. W. & Bronstein, R. H. (1988).
Simulations and Games. Training Technology Series.
San Diego, CA: University Associates.
Pusch, M. D. (Ed.). (1979).
Multicultural Education: A Cross-cultural Training Approach.
Yarmouth, ME: Intercultural Press.
Simile II Catalogue.
Simulations Games for Universities and Colleges: Games for
other Ages. Del Mar, CA: Simile II.
Taylor, J. & Walford, R. (1978).
Learning and the Simulation Game. Newbury Park, CA:
Sage.
Weeks, W., Pederson, P.P. & Brislin, R.W. (1977).
A Manual of Structured Experiences for Cross-cultural Learning.
Yarmouth, ME: Intercultural Press.
There are a number of journals that devote much of their effort
to experiential learning
activities as well, such as:
Game Distributors
American Forum for Global Education
120 Wall Street, Suite 2600
New York, NY 10005
Phone: (212) 624-1300
Email: globed120@aol.com
Website: http://www.globaled.org
George Simons International
EUROPE
Domaine les Résidences de l'Argentière - Bâtiment
A
637 Boulevard de la Tavernière
06210 Mandelieu-La Napoule, France
Phone: +33 4 92 97 57 35 Fax +33 1 53 01 35 04
USA
236 Plateau Avenue
Santa Cruz, CA 95060
Voice Mail & Fax: 1 888 215 3117
Website: http://www.diversophy.com
HRD Press (in association with Workshops by Thiagi)
22 Amherst Road
Amherst, MA 01002
Phone: (800) 822-2801
Website: http://www.hrdpress.com/
Intercultural Press P.O. Box 700
Yarmouth, ME, 04096
Phone: (800) 370-2665
Website: http://www.interculturalpress.com
Meridian International Center c/o Norma McCraig
1630 Crescent Pl. NW
Washington, DC 20009
Phone: (202) 667-6800
Email: info@meridian.org
Website: http://www.meridian.org
Moorehead Kennedy Institute 45 John St., Suite 909
New York, NY 10038
Phone: (212) 964-4622
Resource Center of the Americas 3019 Minnehaha Avenue So.
Minneapolis, MN 55406-1931
Phone: (800) 452-8382
Website: http://www.americas.org
Simulation Training Systems P.O. Box 910
Del Mar, CA 92014
Phone: 1-800-942-2900
Fax: (619) 792-9743
Email: sts@cts.com
Website: http://www.stsintl.com/
Workshops by Thiagi 4423 E. Trailridge Road
Bloomington, IN 47408-9633
Phone: (812) 332-1478
Website: http://www.thiagi.com
Professional Associations
ISAGA International Simulation and Gaming Association
Membership secretary
c/o Markus Ulrich
USC Ulrich Creative Simulations
Blaufahnenstrasse 14
Ch-8001
Zurich, Switzerland
Email: ucs@access.ch
Website: http://www.isaga.info
North American Simulations & Gaming Association (NASAGA)
P.O. Box 78636
Indianapolis, IN 46278
Phone: 1-888-432-game, or (317) 387-1424
Website: http://www.nasaga.org
Society for the Advancement of games & Simulations in Education
& Training (SAGSET)
53 Prince's Gate
Exhibition Road
London, SW7 2PG
United Kingdom
Website: http://www.ms.ic.ac.uk/sagset/
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