|  | |||||||||||||||||||||||
| Site Index |  | ||||||||||||||||||||||
| 
 
 | Other ResourcesBarnga - a culture gameThe description below of an example of a culture game is taken from the report of the sub-project Intercultural Activities Working Party. The full report,
      entitled "Raising Intercultural Awareness in preparation for periods of residence
      abroad" can be downloaded (approx 210K).
      
      
 "Barnga" (Thiagarajan and
Steinwachs 1990) is a simulation activity developed for a variety of contexts of
intercultural awareness-raising programmes. It is available through Intercultural Press and the
International Society for Intercultural Education, Training and Research (SIETAR). Its description, provided by 
 Intercultural Press is as follows: In Barnga participants experience the shock of realizing
    that despite many similarities, people of differing cultures perceive things
    differently or play by different rules. Players learn that they must
    understand and reconcile these differences if they want to function
    effectively in a cross-cultural group.  Participants play a simple card game in small groups,
    where conflicts begin to occur as participants move from group to group.
    This simulates real cross-cultural encounters, where people initially
    believe they share the same understanding of the basic rules. In discovering
    that the rules are different, players undergo a mini culture shock similar
    to actual experience when entering a different culture. They then must
    struggle to understand and reconcile these differences to play the game
    effectively in their "cross-cultural" groups. Difficulties are
    magnified by the fact that players may not speak to each other but can
    communicate only through gestures or pictures. Participants are not
    forewarned that each is playing by different rules; in struggling to
    understand why other players don’t seem to be playing correctly, they gain
    insight into the dynamics of cross-cultural encounters.  Some key features which contribute to the simulation’s
    effectiveness are: Directions and master copies of handouts are included.
      Standard playing cards must be purchased for use in the simulation. The discussion guidesheet poses the following questions to
the participants after they have played the card game:  THE GAME SIMULATES (REPRESENTS) REAL-LIFE SITUATIONS.    | ||||||||||||||||||||||