role playing

Who Owns the Zebra?

“Who Owns the Zebra?” is an activity involving a logic puzzle and a debrief discussion. For the logic puzzle, students are divided into groups, and the groups have to determine which of the fictional characters in the puzzle owns a zebra and which of them drinks water. Each student in the group is given a vital clue that is needed to solve the logic puzzle, necessitating everyone’s participation. During the debrief discussion, students reflect on the impact of individual behavior on group learning, thinking critically about participation and barriers to participation.

BARNGA

BARNGA is a simulation game that encourages students to critically consider normative assumptions and cross-cultural communication. BARNGA 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 had different interpretations of the instructions. He realized that conflict arises not only from major or obvious cultural differences but often from subtle, minor cues. He created BARNGA 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. Following the game, there is a 3-part debrief: Descriptive, Applied, and Takeaways. Descriptive focuses on students’ feelings and frustrations throughout the game, Applied focuses on the real-life situations that BARNGA simulates, and Takeaways asks students to consider important lessons from the game.