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Brave Course Gamifying U.S. History

Who said school wasn't all fun and games?

Elephanta Education is a GAME THEORY application that positions students to out-think the past. BRAVE games combine commercial game design w/ learning standards, inspiring students to build & study mathematical models of our shared past. This inquiry-led method fosters skilled learning through human connection, active listening and healthy dialogue. A sure path into a brighter future.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Web presence

2018

Established

3K

Children

1

Countries
Target group
Students lower
Updated
January 2025
I hope to put human connection at the center of learning. Using Game Based Learning, students can study multiple viewpoints of the past, sparking empathy to cue cognition. Game play reveals a mathematical model of the past, so students can build knowledge based skills like complex reading, critical thinking, and healthy decision making.

About the innovation

Why did you create this innovation?

I created BRAVE games because I believe school should be playful and rigorous in equal measure. If so, children will become the backbone of communities that evolve into stronger, smarter, more resilient places. That said, after conducting R&D of 4 board games, I've learned the real value of the BRAVE series: creating space for children to be children.

What does your innovation look like in practice?

Gameplay results in a mathematical model of the past, prompting a wide range of emotions and cognitive responses that players identify, monitor, organize & evaluate. This inquiry-led approach might look loose, but the result is a classroom of interdependent learners who are on a mission to best themselves! Enthusiasm, anticipation, authenticity, determination, courage, commitment, honesty, humility, forgiveness, generosity. Passersby might peek into the classroom and see chaos! Perhaps. But at the half-way mark, students break from first-person to gather around the board game surface. Next, the same students, now scientists, sauce out who, where, what, why. And, most importantly, "how can we take history and work from strength to strength in our time?"

Lucky for children, they seem to have a much easier time moving from recognition to action after after they've identified and named emotions.

How has it been spreading?

Word of mouth. Once teachers give this method a chance, after they've experienced the dividends of using a inquiry-led learning, there's no looking back!

If I want to try it, what should I do?

Call me! BRAVE is for K4-5 classrooms of 18+ students. Teachers appreciate guidance as they transition from "teacher" to "facilitator." Plus, historical content is wide ranging and comprehensive. If schools buy games--easy to ship--I'll train/advise until everyone feels comfortable leading sessions. That said, teachers adapt in a flash and outpace me in their facilitation skills in no time.

Implementation steps

Ice Breaker
Each game begins with a hands-on activity that drives giggles but is actually a physical metaphor that descholarizes the game's overarching theme. For example, nation building, Separation of powers, systems science, etc.
Preparing to game
After a class is broken into 5 or 6 teams, and the educator prints enough "journals," then players scour their team's unique positions for details. Meanwhile, the teacher sets up the board game surface, as per instructions found in the game box.
Gaming
Game ON! BRAVE games are structured identically: 3 sessions/game. Teams receive player cards and begin to game, revealing the micro-economic forces that gave way to each mini-era. "Storyteller" components are found inside the game box, along with game pieces and master copies for each student journal.
Debrief
Students break from first-person POV and circle up around the board game surface. Students connect the narratives, then identify, separate and integrate affect and cognition. Last, students as scientists organize all data sets according to scientific principles.
Applicable challenge
In the final analysis, students collaborate to face an applicable challenge.

Spread of the innovation

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