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3. 2.0 Training & consulting tools
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3.2 Games & simulations
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The Albatross: originally
found in D. Batchelder, & E. G. Warner(Eds.), Beyond
experience: The experiential approach to cross-cultural education. Brattleboro,
VT: Experiment Press. Gochenour, T. (1977).
Cross Culture Tour Game,
A fast-paced, interactive board game designed to
raise business people’s awareness of cultural issues. Published by Richard Lewis
Communications and House of Training
DIVERSOPHY® is
an intercultural training instrument in the form of a game for 3
to 8 people in one or several groups playing simultaneously. Players are tested on
facts and appropriate behavioral choices, share their own background and
experiences with diversity or intercultural challenges, get advice about the
culture they are exploring, and undergo the risks of living or working in a new
environment or with people different from themselves. Over twenty culture
specific games are available in up to four languages.
http://www.diversophy.com/products/diversophy/index.htm
Ecotonos: A Multicultural
Problem-Solving Simulation
Ecotonos centers around a common group task: building a bridge, a Lego
community, or solving a case study, for example. 12-80 (it's been done with
1200!) participants assemble into three groups or cultures, and begin their task.
Some people from each culture emigrate, and the task continues. The simulation
includes extensive debriefing instructions and handouts on intercultural problem-
solving/task accomplishment. Can be conducted multiple times to gauge progress.
http://www.interculturalpress.com/shop/ecotonostext.html
Life as a Black Man
The first and only board game to depict life from the perspective of a Minority
person in the USA. http://www.blackmangame.com/text/game.htm
Randömia Balloon Factory:
Working across the Cultural Divide
Simulates a realistic business-related problem that many Western managers and
trainers experience when they interact with people who have different value-
driven behaviors. It is designed for 15 to 35 participants and takes approximately
three hours. One unique feature is that the Richlanders—composed of some
mixture of U.S. American, Anglo- Canadian, British, Irish, German, Dutch, Belgian,
Scandinavian, Australian, or New Zealander participants-play themselves. They
receive no cultural rules, unlike the Randömians, who are given specific rules on
how to behave. Created by Cornelius Grove and Willa Hallowell. 2002, Intercultural
Press
http://www.interculturalpress.com/shop/Randomiatext.html
Redundancia: A Foreign Language
Simulation
Redundancia is a very powerful nine-minute simulation, plus debrief. Participants
assemble into triads and take turns as speaker, listener and observer. The
speaker has a three- minute turn using the Redundancia language. Several years
later participants still say it was "the longest three minutes of my life!" Teaches
empathy for non-fluent speakers, and cross-cultural listening skills. Has been
conducted in English, Spanish, French, German, Japanese, Korean, and many
other languages.
http://www.nipporica.com/prod.htm
SAGSET
The Society for the Advancement of Games and Simulations in Education and
Training
www.ms.ic.ac.uk/sagset
Simulation Training Systems
BaFá BaFá, RaFá RaFá, Star Power, Pumping the Colors, Where do you Draw the
Line?, What is No?
Simulations to understand how culture affects each person's behavior & what is
required of each person to live or work with people who have different values,
work styles, & world views.
http://www.stsintl.com/
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