Itinerary #5 Rewind - What do people say about our project on Twitter?
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Itinerary #5 Rewind Competences 2.1 Interacting 4.3 Protecting through digital health and technologies well-being 2.4 Collaborating through digital technologies 2.5 Netiquette Tags Time frame Audience • Mistakes 6 hours Age: 16 and over • Hate speech • Bullying • Reparation • Problem solving • Photography Copyright Dontnod Entertainment / Square Enix Play your role ― TOOLKIT 64 Play your role ― itinerary #5 65
Overview Objective discovers she has the power to go back in time. Thanks to this ability, Max saves her In his book, ‘Grammatica della Fantasia’ at the heart of this pedagogical itinerary. The objective of the activity is to childhood friend Chloe, who was about (The Grammar of Fantasy), Gianni Rodari Max is an 18-year-old photography encourage participants to reflect on their to be killed by a boy who was threatening wrote "In every error lies the potential student. She discovers that she has the online behaviour. Questioning oneself, her. Reunited, together they will begin an for a story". Error is a fundamental part power to rewind time at will, so her choice admitting one's mistakes and trying to investigation in search of a missing girl, of growth: life proceeds via making leads to a different course of events. At the remedy errors in behaviour are essential Rachel Amber, Chloe's best friend, but attempts, and if we never made a mistake, beginning of the game Max foresees the elements for developing the ability to nothing is what it seems. At the end of the we would not evolve. It is particularly arrival of a terrible storm and will have to communicate correctly online. Through episode Max finds that the tornado she important to acknowledge this idea during use her ability to save the city. the videogame ‘Life is Strange’, which dreamed of will hit the city in 4 days' time. adolescence, especially with regards The player's actions thus influence the focuses on the possibility of going back In the game, there are also puzzles and to relational aspects. The process of course of the story, which can be rewritten in time and the use of the photographic multiple choice dialogues, in which the recognising one's mistakes, understanding whenever they decide to rewind time. In media, and via its narrative potential, the player decides how Max must interact with their scale and consequences, and trying life this is impossible, but we can learn participants analyse their way of being the other characters. Very often these are to remedy them, is fundamental to the from our mistakes. online and at the same time investigate "moral" choices: Max finds herself having development of healthy interpersonal Like Max, the participants will also how to learn from their mistakes and how to decide whether to tell the truth or lie, relationships. look at reality through the medium to try to fix them. make fun of someone who has bullied This pedagogical itinerary aims to of photography, which will be the tool her or console them, take the blame for a address the issue of error in relation to through which they will reconstruct the friend or not. hate speech online. history of their mistakes and identify Requirements Life Is Strange also deals with Especially among young people, strategies to remedy them. the concept known as the ‘Butterfly online hate speech can often arise as an Life is Strange - episode 1 "Chrisalis". effect’: when Max uses her powers to emotional reaction to a given situation: Life is Strange is a multi-platform modify even a small thing, it can cause for example, during video games, it video game developed by DONTNOD macroscopic consequences. This effect is common for players to vent their Context Entertainment and produced by Square is highlighted in the game via a butterfly frustration over a defeat with statements Enix. The game is downloadable from Play that appears on screen when the player that they normally would not otherwise The activity can be carried out at school Store and Apple Store and can also be is making decisions that will then have employ, underestimating their reach. Yet in or in an informal space. It is necessary to played on a tablet or mobile phone. repercussions. our online life, what we write or do takes on be able to take photographs and move The first episode is free, while the a "permanent" dimension: it is practically around a large space (several classrooms, following must be paid for. impossible to remove content, even when external areas...) we regret it or change our minds. This The plot of the game creates the perception that once you have Cautions: Max Caulfield has won a place at the produced content that may have negative • Life is strange contains sensitive themes, Blackwell Academy, a very prestigious consequences, you cannot do anything such as bullying, murder and drug use. photography school, where she will be able about it. Reflecting on the consequences This should be taken into account when to complete her final year of high school of our words is important, along with presenting the game to teenagers. education and continue her studies. The identifying strategies for remedying them. school is located in Arcadia Bay, the coastal Everyone makes mistakes and wishes village where she grew up, which she had they could rewind reality, or have the left 5 years earlier. When classes start, in chance to do it all over again. This is what the middle of autumn, Max has a terrible happens to Maxine Caulfield, protagonist nightmare that heralds the arrival of a of "Life is Strange", the episodic videogame tornado that will destroy the city. She also Play your role ― TOOLKIT 66 Play your role ― itinerary #5 67
Working Methods Working Methods The central theme of the activity are and end of each session, the activity Segment 1 mistakes. We believe that having an leader invites the participants to arrange exclusively punitive stance towards themselves in a circle and proposes an Overview once more. those who make mistakes, perhaps introductory or final activity. The use of Through movement activities, interviews manifesting violent behaviour on the net, physical techniques also contributes to and the introduction to the game "Life is First discussion: the rewind. is counterproductive. We would like those increasing the climate of trust among the Strange", participants work on the theme The activity leader asks the participants if who participate in this activity to have participants. of the relationship between actions and they have ever wished to go back in time the opportunity to analyse and question The use of photography allows their consequences. and introduces the theme of the butterfly their behaviours in a constructive way, participants to focus on the effect their effect. The participants, divided into pairs, investigating the consequences that action has on those who see it, allowing Time: 2 hours discuss this issue. their own misconduct may have on other them to develop the ability to decentralise The activity leader may distribute a grid people and identifying strategies to their gaze. Media to facilitate the discussion: remedy these. Teamwork plays a central role in the Video game Life is Strange ep. 1 Chrysalis • Have you ever wished to go back in To work effectively on this issue, activity. Playing the videogame in a group time? participants must feel welcome and free facilitates the improvement of dialectic Equipment • On what occasion? to speak frankly about their mistakes abilities and a metacognitive reflection on • a room where participants can move • Do you think it would be a good thing to in a relaxed and non-judgemental the themes introduced by the game. freely have this power? atmosphere. Sharing responsibilities, and developing • photocopies with the outlines of the • Which are the mistakes that you would To this end, it is necessary to pay strategies and choices together in an pair discussion avoid repeating? close attention to the setting in which the open and non-judgemental context • cell phones with cameras. They can be activities take place. Creating time for an favours the creativity of the participants those of the participants, or they can At the end of this activity, the initial welcome and a final moment to say and the identification of more effective be provided at the beginning of the participants talk freely on the topic, while goodbye helps to create the perception strategies. workshop the activity leader notes the emerging of a protected space, in which you are • whiteboard or flipchart to record ideas on the blackboard. free to express yourself: at the beginning collective discussions • tablets or mobile phones to play ‘Life is Life is Strange, the game Strange’ Participants divide into groups of 4 and • sheets of paper, pens play ‘Life is Strange’ for about 30 minutes. Within the group, participants have Presentation defined roles: Participants arrange themselves in a • One is responsible for making the circle. The first person makes a gesture to protagonist move the partner on his/her left, who receives • One is the final decision maker, who the gesture and replicates it, modifying intervenes if there is disagreement it slightly, towards the next companion, among the other players until the circle is completed, with the • One is responsible for time management first participant receiving the final • One has the function of the group "transformed" gesture. At this point, this memory, recording everything that participant will send the gesture back in happens the other direction, producing a "rewind" At the end of the 30 minutes, the effect, until they receive the initial gesture activity leader asks the participants where Copyright Dontnod Entertainment / Square Enix Play your role ― TOOLKIT 68 Play your role ― itinerary #5 69
they have got to and what has happened. • Have you ever encountered it? What Working Methods Those responsible for group memory take did you do? the floor. Segment 2 Guideline for discussion: The activity leader asks the participants • How far did you get in the game? if, in their online life, situations have ever Overview the list of situations that emerged from the • Was it easy to make decisions? How arisen in which they would like to go back through the use of photography as a previous session along with the final photo many times did the final decision and change the course of events. Sheets narrative tool, participants explore the and asks the participants if the breakdown maker intervene? are distributed to participants on which to concept of error. by themes is correct in their opinion. Any • Within the game, there are also "ethical" describe such events. Participants arrange adjustments deemed necessary are questions about how to behave with themselves in a circle and the activity Time: 2 hours made. others, which phrases to choose. How leader reads the above situations aloud. did you solve them? In your opinion, Whenever a participant identifies with or Media The activity leader shows the participants which responses were the most recognises one of the proposed situations photography sites (see sitography) some photo galleries: there are many ways effective? Why? as familiar, they take a step forward within of telling stories through photography • And in your online relationships, have the circle. Equipment - a single shot may be sufficient, or an you ever behaved in a way that is In the end, the activity leader asks the • video projector and computer with entire sequence may be required; a different from that which you consider participants to observe how their position Internet connection metaphorical style may be adopted, or a "right", or suffered or witnessed hateful within the circle has changed and takes a • it may be useful to create a cloud more descriptive one; the focus may be on comments? How did you behave? How photo. folder in which to store the materials a detail, or a broader perspective... did you react? How did the person on the The sheets recounting the situations produced by the participants receiving end of such comments react? are kept by the activity leader. • cameras or cell phones with cameras Stories of mistakes • If you were in the wrong, did you realise • possibility of going to places outside Working groups are formed. The activity it right away? What made you realise the room where the activity is taking leader asks the participants to form that you were making a mistake? place in order to take photos groups based on the themes into which • presentation with transcription of the the stories of the different situations have The activity leader explains what hate situations from the previous meeting, been organised. The participants freely speech online consists of: subdivided by theme by the activity choose which theme to work on, but the leader. Some examples of themes can groups must not be composed of too be: great a number of people: if necessary, - racist insults various groups can work on the same - body shaming topic. - homotransphobic comments Each group will work on the construction - sexist comments of a photographic narrative regarding the chosen theme. They can decide The second session is introduced. whether to take inspiration from the topic Participants are arranged in a circle, for in general, tell a story "from scratch", or the initial greeting. recount one of the episodes on the sheets. Like Max, the protagonist of the video The members of each group choose what game, who makes regular use of selfies, they will tell and divide up, each with their each of the participants poses as if they own camera / mobile phone, to take shots were taking a selfie that represents their that for them deal with the theme. After mood. about 20 minutes, the groups come back The activity leader shows the participants together and each member shows their Play your role ― TOOLKIT 70 Play your role ― itinerary #5 71
shots to the others. These are the photos Back in a circle, the participants take turns Working Methods from which the group will create their posing for a new selfie that illustrates their photographic story. mood at the end of the activity Segment 3 Once back in the groups, the participants work on developing their idea: Overview participants the stories of the mistakes. • What "style" do they decide to adopt? In real life, it is true - there is no going back Divided into the same groups as in the • Do they want to tell a story through to change our actions or the course of previous meeting, the participants look metaphors? Or in a more realistic way? events. However, it is important to learn at the photos taken by the others on their • Will they use a single shot or a from our mistakes and look for a way to fix own mobile phones and try to reconstruct sequence? things the story they tell. A moment of discussion follows in The groups, together this time, create their TIme: 2 hours plenary where each photo is analysed and photographic stories recounting a mistake. the subgroups provide their interpretations The participants give their story a title. Equipment of the stories. At the end of the activity, the groups send • A3 sheet of paper The activity leader asks the participants their photographs to the activity leader or • as many marker pens of one single how they could act to try to remedy the upload them to the shared folder. colour as there are participants. errors recounted, since it is not possible to Photographs are shown in plenary to all • Space to work in groups go back in time. participants. • Cameras or cell phones with cameras Each group works on its story and, • Projector connected to computer with trying to draw inspiration from the Internet access "readings" proposed during the plenary, brainstorms reparation strategies, which Initial greeting: the participants arrange will be told through new photos. themselves in a circle, this time sitting Groups upload photos to the cloud cross-legged on the floor. The activity folder. leader distributes to each a marker There follows a final moment of sharing of the same colour and places an A3 in plenary in which all the photographic sheet in front of the first participant. stories, with their conclusions, are This participant draws a pen-stroke on projected and commented upon by the the sheet and passes it to the person to whole group. their right, who adds a new pen-stroke The participants sit in a circle and, passing to the previous one. The sheet passes around the initial sheet with the collective around all the participants, who each drawing, each write a word or phrase on it add a new element, to create a collective that summarizes the activity for them. drawing, in which the pen-stroke of each participant merges into that of the next. Participants give it a title. Short de- briefing on the transformative power of the collective effort. Copyright Dontnod Entertainment / Square Enix The activity leader shows the Play your role ― TOOLKIT 72 Play your role ― itinerary #5 73
In a nutshell Sources/Links Everyone makes mistakes and adopts the • ‘Life is strange’ www.youtube. wrong attitude on occasion, especially in com/watch?v=AURVxvIZrmU&ab_ online interactions: indeed, in this context, channel=GameSpot it is difficult to immediately realise the consequences of our behaviour toward Ideas to show participants the different other people. However, it is necessary to ways of telling through photography: learn from our mistakes, analyze them and • Daguerre en.wikipedia.org/wiki/Louis_ find strategies to remedy them. Daguerre • Cartier Bresson www. henricartierbresson.org/en/ Additional options / Variations • Duane Michals www.dcmooregallery. com/artists/duane-michals/series/ During the second segment, it may be sequences suggested to participants that they • Gillian Wearing www.artnet.com/artists/ attribute a title to the photographic gillian-wearing stories in plenary. This makes it possible • Diane Arbus www.artnet.com/artists/ to focus on the intercultural value of the diane-arbuS artistic proposals. An image that has one • Elliot Erwitt www.magnumphotos.com/ meaning for one person can have a totally photographer/elliott-erwitt different one for another, and both are • Anna Boyiazis www.annaboyiazis.com Copyright Dontnod Entertainment / Square Enix legitimate. Attributing legitimacy to others' perceptions is a very important element in counteracting online hate speech. Play your role ― TOOLKIT 74 Play your role ― itinerary #5 75
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