Lesson Plans
Activity 2 Fitting out a second-hand house (cooperative game) | |||
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Learning Goals: This game is a collaborative way of discovering the specifics of a second-hand shop, the items it contains and this mode of consumption. | |||
Topic: This game is a shopping simulation that takes place in a second-hand shop. The participants, divided into sub-groups, have to visit the various areas of the shop in search of as many items as possible to furnish a house. Each sub-group takes charge of one room, with the aim of equipping the whole house by the end of the game. Each group draws up a list of items, associating one or more possible prices with each item. The instructions are clear in terms of the time allowed for the survey to be carried out in the shop and a maximum budget to be respected for the whole house (and therefore an overall budget for all the sub-groups). The sub-groups come together to discuss their finds. They state the various items they have found, with their prices, and the budget they have arrived at. All the group's "purchases" must remain within the overall budget announced. If this is not the case, the group will discuss which items should be kept because they are essential, and which should be dropped because they are superfluous. | |||
Time | 2 Hours 45 minutes | ||
Learning objectives | -Become aware of the variety of items available in second-hand shops, and the value for money they offer; -Raise awareness of the advantages of buying second-hand; -Identify the advantages of teamwork and the lessons that can be learnt from collective exchanges (distribute tasks between members of the group); -Listen to and value the opinions of others in an exchange of ideas. | ||
Content / Methodology/Evaluation | Methodology in several steps: Introduction: The game must be prepared in advance by the host, who will also play the role of facilitator of the exchange in the final part. The maximum budget to be respected must be defined according to the types of objects available and the price level in the second-hand shop that will be the "playing field". This requires a prior visit to the shop in question. The number of rooms to be equipped will depend on the number of participants. A priori, it is not advisable to develop such a game in a shop with more than twenty participants. With 15 participants, for example, the group could be split into 5 sub-groups of 3 participants, and each sub-group could be asked to equip a different room (kitchen, living room, bedroom, study, bathroom). Main Content (20 minutes): The instructions should stimulate the participants by creating a clear context. For example, by asking them to imagine that it is their own living rooms that they have to furnish: they should therefore not hesitate to do so according to their own tastes. Give each group the procedure to follow, for example: - For 20 minutes, you are invited to draw up a list of the furniture and equipment needed to furnish the room you have been allocated; - Next to each item, write down one or more prices, depending on your tastes and what you can find in the shop; - When the time is up, return to the starting point to present your list to the others. See if the budget is respected; if it isn't, we'll discuss together what could be done about it or what could be added or taken away. Discussion (25 minutes): This phase takes place with the help of the facilitator, whose role here is to facilitate discussion. He or she may also point out to the participants what is happening in the group, and ensures that the floor is distributed equally. After each sub-group has shared the results of its research, the facilitator invites the participants to make a decision on the items mentioned: in your opinion, what are the things that are really useful, and what are the things that could be done without (to stay within the given budget)? This can be done whether or not the maximum budget is respected. Both the launch of the game and the final stage can be done either on site (second-hand shop) or in another location. To be checked at the time of preparation: the availability of a room for discussions. Evaluation (2h): Evaluation can be carried out either at the end of the game, or afterwards, by recording the important elements retained by the participants. The most interesting thing is when this can be done as part of a group discussion, allowing everyone to benefit from each other's answers. The questions can be used to develop the issue of the participants' relationship with the way they consume and, in particular, if they consume second-hand items, or not: *What did we learned from discussing what was essential or superfluous? *What do we think of second-hand items? *Are we ready to buy second-hand? *If so, what are our motivations? If not, what are the obstacles? | ||
Material / Tools / Equipment | -a document with the instructions for the game; -a pencil and a sheet of rough paper to record in-store; -a flipchart to record the sharing of ideas in the last part of the game. | ||
Comments | It is useful to be able to work in a group. Otherwise, no prior knowledge is required. |