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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 with learning standards to engage & inspire students to explore the tangled roots of our shared past. This humanizing approach fosters knowledge-based skills, inviting players to see themselves in each other and making trust a bond that delivers success.

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
November 2024
I hope to see connection at the center of learning by making empathy/Theory of Mind a foundation for literacy. But that's just the start! When students access Game Based Learning they're creating durable memories built on logic, analysis, and collaboration. The same skills needed to make strategic decisions to ensure we meet humanity's unique & universal needs and dreams despite finite resources.

About the innovation

Why did you create this innovation?

I created BRAVE games because I believe if school is playful, effective & challenging then children will become the backbone of communities that evolve into stronger, smarter, more resilient places. Hey look! I'm still a huge nerd, but with 4 board games in the series, I've learned the real value of BRAVE: building human connections in real time.

What does your innovation look like in practice?

Creating a living model of the past produces a wide range of emotions & cognitive responses that need to be tracked, analyzed and organized. Students experience, in turn, a sense of enthusiasm, empathy, authenticity/honesty, humility, courage, commitment, forgiveness, generosity and joy. Strangers to this method might peek into the classroom and see chaos! Perhaps. But at the half-way mark, students break from first-person identification to gather around the board game surface as "scientists," saucing out the who, where, what, why. And, most importantly, "could we have done it better?"

Note to self: why do children seem to have an easier time moving from recognition to action after after they've identified and named emotions?

How has it been spreading?

Word of mouth...you have to see it to believe it! Once teachers give this method a chance, after they've experienced the dividends of implementing 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 an "ice breaker," a hands-on activity that supports giggles but is actually a physical metaphor designed to "de-scholarize" that game's overarching theme. For example, nation building, or systems science, etc.
Preparing to game
Teacher breaks a class into 5 or 6 teams and prints enough "journals" for each student to receive their team's unique positions. Teacher sets up the board game surface, as per "instructions" found in the game box.
Gaming
Game ON! BRAVE games are structured identically: there are 3 game sessions/game. Students use their unique journal and player cards to "game," revealing the micro-economic forces that gave way to 3 different mini-eras that encompass the game's overall narrative. "Instructions" and "Storyteller" components care 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, a visual aid that supports geographical sciences. Next, the "storyteller," connects the narratives. After that, students identify, separate and integrate affect and cognition. Last, students organize all data according to scientific principles. Let's be honest; let's be real. We can do this!
Applicable challenge
In the final analysis, students collaborate to face an applicable challenge.

Spread of the innovation

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