Personal Identity Wheel

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Overview

The Personal Identity Wheel is a worksheet activity that encourages students to reflect on how they identify outside of social identifiers. The worksheet prompts students to list adjectives they would use to describe themselves, skills they have, favorite books, hobbies, etc. Unlike the Social Identity Wheel, this worksheet doesn’t emphasize perception or context. It is best used as an icebreaker activity or in conjunction with the Social Identity Wheel in order to encourage students to reflect on the relationships and dissonances between their personal and social identities. The wheels can be used as a prompt for small or large group discussion or reflective writing on identity by using the Spectrum Activity Questions on Identity.

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Core Values

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Overview

The Core Values Exercise is designed to allow participants an opportunity to explore their personal values on a profound level.  By examining a list of values and ranking each them from “always valued” to “least valued,” participants will engage in serious self-reflection and evaluation.  By the end of the activity, participants will have a chart of core values (those falling in the “always valued” category) that define them.  Additionally, participants will be prompted to share their list of core values with the rest of the group and generate a list of shared values. Doing so will give participants the opportunity to observe others’ core values, and will promote dialogue about any differences present as well as any common values.

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Barnga

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Overview

BARNGA is a simulation game that encourages participants to critically consider normative assumptions and cross-cultural communication. It was created by Sivasailam “Thiagi” Thiagarajan in 1980, while working for USAID in Gbarnga, Liberia. He and his colleagues were trying to play Euchre but all came away from the instructions with different interpretations. He had an ‘A-ha’ moment that conflict arises not (only) from major or obvious cultural differences but often from subtle, minor cues. He created the game to tease out these subtleties. In this activity, students play a card game silently, each operating with a different set of rules, unbeknownst to them.

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