The title of the tool | Can you guess? |
2.The learning objective of the tool | Promoting quality and inclusive education and lifelong learning opportunities for all |
3.Target Group | Mixed gender groups and disabled people |
4.Duration of the Tool | 60’ Activity duration 30’ Debrief duration Total 90’ |
5.Preparation (Preparation before theimplementation, needed materials etc.) | Pen Paper Tape |
6.Instructions to implement the tool | All participants have a name tag on their back with the name of a chosen concept such as a movie, game or fairy tale hero. Nameplate for wheelchair players can be affixed to the back of the chair. Participants can’t see what their own name is, but they can see other participants’ name tags. For this reason, it is forbidden to communicate with other participants about what their name is. Players are divided into two teams, a player from the first team is chosen and asks various questions to the players of the opposing team to find his own name. For example, “Am I a woman or a man?”, “Am I dead or alive?”, “Am I an actor or a politician?” etc. If the player cannot find his name tag within 5 minutes, the game goes to the opposing team and the process continues in the same way. The team that finds the most name tags in the total game time wins the game. |
7.Skills – SDGs – Key Competences Chart | SDG4. Quality Education SDG10. Reducing Inequalities |
8.Sum Up / Debriefing / Reflection at theend of the implementation | The activity should be evaluated in detail, depending on the participant’s attention, concentration, interest and cooperation through group reflection. We can complete reviews through feedback. |
9.Any tips / suggestions to the trainers forthe further implementations | It is helpful to repeat the basic safety rules and game rules. The time can be increased if necessary. |
10.Resources / References | https://knowsdgs.jrc.ec.europa.eu |