Our Town is designed as a supplementary learning tool for graduate level social work students. Based on play-testing with a diverse range of non-social work students, we believe the game holds potential for broad appeal beyond the social work domain, including public health, urban planning, cultural studies, political science, and more. The learning goal of the game is derived from the general professional competencies outlined by Silver School of Social Work at New York University, while its semiotic domain is based on the knowledge outlined in specific courses at NYU's Silver School of Social Work called DROP (Diversity, Racism, Oppression, and Privilege) and Practice 1 offered by the department.
The central learning goals in this game derive from professional competencies for graduate level social work students. Specific learning objectives will be derived from competencies for the DROP, Practice 1, and Social Work Policy courses at the Silver Work of Social Work.
Additional goals are tied to the mastery of 21st Century Skills that enhance the learner’s understanding of collaborative and problem-solving strategies strategies. Trade, negotiation, pooling resources, sharing strategies may enable players to achieve success in their individual mission and the broader mission of saving the town more readily than working alone.
Within the game, the overarching strategic goal is to prevent the social living conditions of a fictional town from crossing a threshold that makes protecting underserved and vulnerable citizens impossible.
The document below describes a model of learning based on Evidence-centered design as well as Instructional Design. It describes where we believe learning occurs both during game play itself, as well as after the game in connection with a structured curriculum. The document describes a model that maps a general learning goal/construct to more specific learning objectives and a task model or assessments both in the game and beyond that illustrate how the learning happens and is assessed. We plan on play-testing the game soon with social work faculty and students to gather feedback that will help us to refine our learning model in support of further refinements to the game.
The game can be introduced to the students at the beginning of the course/semester. Students can play the game during class or as a group assignment between class. The ideal way to introduce the game is through an in-class game playing session. Students learn the game rules by actually playing the game rather than having the rules explained to them ahead of time.
It requires a minimum of two players to play the game. The perfect number of players is six players.
Introductory session: 30 minutes
After the introductory session, students can play the game independently. It requires 1.5 to 2 hours to complete a game.
A formal debriefing session to discuss the experience of the game and it's values for understanding curriculum-related themes can be conducted once all the players have experienced a completed game.
How complete a depiction of DROP challenges/issues does the game provide? What aspects of DROP are missing from the game narrative?
How might the game represent these issues better or more accurately? Are the narratives presented in the Mission and Chance cards accurate? Are any facts misrepresented?
What are some of the solutions represented in the game? In what ways does the game suggest challenges associated with DROP might be addressed? Identify and evaluate the potential effectiveness of these solutions.
What does the game say about the role of collaboration in addressing DROP challenges? Does it make you think about the need and conditions for collaboration? If so, explain.
Is the game fun? If so, does the fun players have undercut the consideration and understanding of the serious issues in play? Should a game about serious themes be fun? Does fun help learning in this context?