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Diversity, Social Justice and Learning

102083 2H – Dr. Karin Mackay


Assignment 2:
Culturally-Responsive Teaching Resource

Resource URL:
https://youtu.be/80T2h536r5A

Rules on the following pages.

Resource by:
Brigitte Gerges – 19189518
Kenneth McDonald – 19162544
Zhou Quan – 19163361
Ali Shahrouk – 19173072
Economical Pursuit

(fig. 1: Game Board)


BOARD GAME RULES

SOCIAL JUSTICE ISSUE: Low social/economic mobility of low SES people and
families (A.K.A. How the rich stay rich and why the poor stay poor)

OUTLINE:
Before the game, players are asked to look up and consider the phrases: “Privilege”,
“Meritocracy”, “Socioeconomic Status” and “Economic Mobility”. Players are then asked a few
questions about how (or how well) they think these terms relate to their society.

Players answer trivia “QUESTION CARDS” related to KLA’s for five rounds. Players start the
game advantaged or disadvantaged according to randomly dealt SES cards, and can change
SES classes based on their point total rank within the players (i.e. most points = high SES, least
points = low SES) at the end of each round. Players can move to higher question strata by getting
a certain total of points, and will score progressively more points as they move through question
stratas. Randomised “EVENT” cards will affect players differently according to their SES; these
can be drawn as standard “EVENT” cards when selected on the game board, “LIFE EVENT”
cards when players start a new turn, and “SUPER EVENT” cards which come into play when a
player is in the highest strata, “GOVERNANCE”. A “SUPER EVENT” card allows the turn player
to pick a change that affects all players based on multiple options on the card. Players are also
taxed at the end of turns according to their SES.

After turn 5 and the game ends, players are given some reflection questions regarding how in
control they felt of their own position in the game and how they would have done if they started
with other SES cards. They then reflect on the phrases they researched before the game began.

AIM: Score the most points by the end of turn 5

EQUIPMENT
● Game board x1 (Fig. 1)
● Player tokens x6 (different colours)
● Question counters x5
● Turn counter x1
● Question cards (Divided into 4 topics)
● Event cards
● Life Event cards (Divided into 5 life stages)
● Super Event cards

SETUP
1. Place all player pieces in the starting area and the ‘turn counter’ on the ‘turn 1’ spot.
2. Organise the ‘Question’ cards by topic into their own topic decks. Place these ‘Question’
decks and the standard ‘Event’ deck in their labeled areas on the board.
3. Organise ‘Life Event’ cards into their separate life stages, and place those on their
respective turn position on the board. i.e. ‘Birth’ ‘Life Event’ cards are placed on the ‘turn
1’ slot.
4. Pace ‘Super Event’ cards in their labeled position in the ‘GOVERNANCE’ section of the
board.
5. Ensure all ‘Question’ and ‘Event’ card decks are well shuffled.
6. Create an SES card pile based on the number of players (Fig. 3), and distribute these
randomly to players.

Number of Cards Dealt

Number Low Mid High


of Players SES SES SES

3 1 1 1

4 1 2 1

5 2 2 1

6 2 2 2

(Fig. 3 - SES card distribution based on number of players)

STRUCTURE
1. Setup
2. Turns
a. Start Phase
i. Reveal a ‘Life Event’ card for that turn
b. Main Phase
i. Players answer/draw their allowed questions/events then pass to the next
player in a clockwise direction
c. End Phase
i. SES cards are redistributed
ii. If it is turn 1-4, the turn counter is moved forward and players return to the
‘Start Phase’ step. If it is turn 5, proceed to the ‘Game End’ step.
3. Game End
a. Tally player points
b. Declare a winner

RULES
Questions
This game is based primarily on answering multiple choice questions from curriculum subjects;
Questions are sorted into four decks, each deck containing questions related to a specific subject
(In this game, stage 4 mathematics curriculum subjects: ‘Algebra’, ‘Measurement’, ‘Probability’
and ‘Geometry’). On a player’s turn, that player may select any of the four topics to receive a
question from, or they may draw an event card (see ‘Events’ section). Correctly answered
questions will score players a point(s); points given by correct questions are permanent and
should be kept in the ‘Points’ section of the scorekeeping notepad.

Tiers
The game board features 4 tiers which players can progress through. The first three tiers are the
same except for the number of points awarded per correctly answered question; Tier 1 awards 1
point, tier 2 awards 2 points and tier 3 awards 3 points. In order to progress to the next tier, players
must achieve a point total listed on the gate between their current tier and the next, e.g. to move
from tier 2 to tier 3, a player must have a total of 8 points. Once a player moves to a new tier, their
turn ends.
The final tier, ‘GOVERNANCE’, is significantly different from the first three. If a player makes it to
this tier, that player no longer earns points per question they answer correctly. Instead, players in
the ‘GOVERNANCE’ zone earn 10 points at the end of their turn regardless of whether they
answer questions correctly or not. In this tier, players can be asked only one question per turn,
and if they answer correctly, the player may draw a ‘Super Event’ card (see ‘Events’ section).

Events
‘Event’ - When a player selects an ‘Event’ spot on their turn, they may draw an ‘Event’ card.
These provide the player with a benefit or detriment that will often depend on their SES (see ‘SES’
section), and can affect either a player’s point total or number of questions they can answer per
turn. ‘Event’ cards are kept with the player at all times unless stated otherwise, or discarded by
another ‘Event’. Some ‘Event’ cards only affect certain SES players; in the event that a player
receives a card that does not apply to their current SES, that card is kept as usual and comes into
effect if the player in possession ever becomes the relevant SES.
‘Life Event’ - ‘Life Event’ cards are similar to ‘Event’ cards, but apply to all players on the board
according to those players’ SES. ‘Life Event’ cards are thematic to the current turn (1-5) or ‘Life
Stage’ (‘Birth’, ‘Adolescence’, ‘Adulthood’, ‘Middle-Age’ and ‘Old-Age’) of the game, and are
drawn at the start of each turn from the relevant pile. ‘Life Event’ cards will typically have larger
effects than a standard ‘Event’, but is only in effect for the turn it is drawn.
‘Super Event’ - ‘Super Event’ cards are only drawn when a player in the ‘GOVERNANCE’ tier
answers a question correctly. These cards present the turn player with several options, from which
the player may pick one; these options affect all players as stated on the card. This ‘Super Event’
effect is permanent, unless removed or altered by another ‘Super Event’.

SES
During the game setup, a small deck of ‘SES’ cards are created depending on the number of
players (see ‘Setup’ section) then distributed randomly to each player. These cards determine the
number of questions a player may answer per turn:
● Low SES - 1 question per turn
● Mid SES - 2 questions per turn
● High SES - 3 questions per turn
This number may be modified by event cards.
At the end of each turn, SES cards are redistributed among players according to their rank, i.e.
highest scoring player(s) are given (or keep) the ‘High SES’ card(s), lowest scoring player(s) are
given (or keep) the ‘Low SES’ card(s), etc. Players with a new SES card must recalculate the
effects of their current event cards based on their new SES.

Game End
When players reach the end of turn 5, and have redistributed the SES cards and calculated taxes,
the game ends (unless stated otherwise by an event card) and the player with the most points
wins.

Advanced Rules
More advanced players, or players who have played the game before may wish to include the
advanced rules which explore the intersection of race and cultural identity of Indigenous
Australian people, and social mobility. The advanced rules include the addition of Identity Cards
and Advanced Event Cards.

Identity
Identity Cards - Much like SES Cards, Identity Cards are shuffled and dealt randomly to players
at the start of the game. These cards say either “Indigenous Australian” or “White Australian”
and determine the result of Advanced Event cards which are also added into the game.

Advanced Event
Advanced Event Cards - These cards function just like event cards and are shuffled into the
event card pile. Advanced Event cards function by providing scenarios in which players with an
“Indigenous Australian” Identity card may be rewarded for the benefits of their cultural identity or
disadvantaged by inequitable dominant discourses regarding Indigenous Australian people.

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