The document discusses using the digital game Breakaway and youth camps in El Salvador to teach youth about ending violence against women and promoting gender equality. It found that the game and camps showed potential for effective early intervention on these issues by creating a supportive social environment for discussion. Over 1,300 people engaged with social media posts about the camps, and they served as a catalyst for continued local initiatives. The document concludes that the Sabido methodology used in designing the game enhanced narrative engagement and role modeling to facilitate deep learning and positive behavior change.
In Its classical form, this is a marital game and in fact is a “three star marriage buster” but it may also be played between parents and children and in working life.
The antithesis for SWYMD is to leave the player alone or to throw the decision back to him.
Life games - Games People Play (Transactional analysis / TA is an integrative...Manu Melwin Joy
All games have an important and probably decisive influence on the destinies of the players under ordinary social conditions. But some offer more opportunities than others for life long careers and are more likely to involve relatively innocent bystanders. This group may be conveniently called Life Games.
Players as Transitional Characters: How Youth Can “BREAKAWAY” from Gender-bas...Ann DeMarle
BREAKAWAY is a soccer-themed digital game that uses the mechanics of interactive storytelling from a first person perspective to help youth worldwide learn about gender-based violence. We highlight narrative elements built into the game design to facilitate social learning and behavior change, enabling players to become “transitional characters” and break away from negative gender norms. We also feature the user experience captured through various methods and summarize how young players in different parts of the world have responded to the BREAKAWAY initiative.
A good game might be described as one whose social contribution overweighs the complexity of its motivations, particularly if the player has come in terms with those motivations without futility or cynicism. A good game contributes both to the well being of the other players and to the unfolding of the one who is it.
Heterosexual perversions such a fetishism, sadism and masochism are symptomatic of a confused child and are treated accordingly. Their transactional aspects as manifested in actual sexual situations can be death with by means of game analysis.
In Its classical form, this is a marital game and in fact is a “three star marriage buster” but it may also be played between parents and children and in working life.
The antithesis for SWYMD is to leave the player alone or to throw the decision back to him.
Life games - Games People Play (Transactional analysis / TA is an integrative...Manu Melwin Joy
All games have an important and probably decisive influence on the destinies of the players under ordinary social conditions. But some offer more opportunities than others for life long careers and are more likely to involve relatively innocent bystanders. This group may be conveniently called Life Games.
Players as Transitional Characters: How Youth Can “BREAKAWAY” from Gender-bas...Ann DeMarle
BREAKAWAY is a soccer-themed digital game that uses the mechanics of interactive storytelling from a first person perspective to help youth worldwide learn about gender-based violence. We highlight narrative elements built into the game design to facilitate social learning and behavior change, enabling players to become “transitional characters” and break away from negative gender norms. We also feature the user experience captured through various methods and summarize how young players in different parts of the world have responded to the BREAKAWAY initiative.
A good game might be described as one whose social contribution overweighs the complexity of its motivations, particularly if the player has come in terms with those motivations without futility or cynicism. A good game contributes both to the well being of the other players and to the unfolding of the one who is it.
Heterosexual perversions such a fetishism, sadism and masochism are symptomatic of a confused child and are treated accordingly. Their transactional aspects as manifested in actual sexual situations can be death with by means of game analysis.
The classical game is played between domineering fathers and teenage daughters, where there is a sexually inhibited mother. Father comes home from work and finds fault with daughter, who answers impudently. Their voice raise and clash becomes more acute. The end of a game of uproar is marked by a slamming door.
The Devastating Success of Fyre FestivalPete Borum
When most people think of the Fyre Festival, they think of a huge failure, but in one key way it was actually an astounding success - the marketing. We’ll dig into the approach, what worked, what didn't, and whether or not influencers deserve the credit (or blame). We’ll also take a look at some other brands, accustomed to television and direct response, that were entirely unprepared for the level of success they saw with influencers, and how savvy marketers can prepare for the same “problem”.
GDC15 BREAKAWAY: A Narrative Game's Success at Addressing Gender-based ViolenceAnn DeMarle
As recent events in the game industry, as well as in professional sports and international affairs have shown, gender-based violence and bullying are deep-seated issues. But can games offer a solution to bring about significant change? BREAKAWAY, a game funded by the United Nations Population Fund and produced by students at Champlain College, proves that they can. Four years after the game's global release, project director and professor Ann DeMarle discusses the results of a research study, and explains how the game's unique narrative methodology (reinforced by its tactical gameplay system) was key to its success.
Takeaway: Learn how games can be successful in addressing profound social issues by examining a case study in action. BREAKAWAY is a game funded by the UN and created by college students, which effectively combined narrative goals with reinforcing game mechanics to change how young men and women view gender-based violence.
Video Games: Changing Stories, Changing BehaviorsAnn DeMarle
The increasingly complex world of video games allows for multiple layers and versions of storytelling, crafted by both the designers and the players. Professor DeMarle explores what constitutes story in digital gaming, how it differs from other forms of storytelling, and they ways in which game creators seek to change behaviors and create social change through gaming.
Applying Game Design Thinking to Education & Business Practices DeMarleAnn DeMarle
As an example, I wish to share a short video on our BREAKAWAY game (http://breakawaygame.champlain.edu ) camps in Hebron, Palestine and El Salvador where we applied both Game-Based Learning and Gamification principles to address the issue of violence against women and girls.
The classical game is played between domineering fathers and teenage daughters, where there is a sexually inhibited mother. Father comes home from work and finds fault with daughter, who answers impudently. Their voice raise and clash becomes more acute. The end of a game of uproar is marked by a slamming door.
The Devastating Success of Fyre FestivalPete Borum
When most people think of the Fyre Festival, they think of a huge failure, but in one key way it was actually an astounding success - the marketing. We’ll dig into the approach, what worked, what didn't, and whether or not influencers deserve the credit (or blame). We’ll also take a look at some other brands, accustomed to television and direct response, that were entirely unprepared for the level of success they saw with influencers, and how savvy marketers can prepare for the same “problem”.
GDC15 BREAKAWAY: A Narrative Game's Success at Addressing Gender-based ViolenceAnn DeMarle
As recent events in the game industry, as well as in professional sports and international affairs have shown, gender-based violence and bullying are deep-seated issues. But can games offer a solution to bring about significant change? BREAKAWAY, a game funded by the United Nations Population Fund and produced by students at Champlain College, proves that they can. Four years after the game's global release, project director and professor Ann DeMarle discusses the results of a research study, and explains how the game's unique narrative methodology (reinforced by its tactical gameplay system) was key to its success.
Takeaway: Learn how games can be successful in addressing profound social issues by examining a case study in action. BREAKAWAY is a game funded by the UN and created by college students, which effectively combined narrative goals with reinforcing game mechanics to change how young men and women view gender-based violence.
Video Games: Changing Stories, Changing BehaviorsAnn DeMarle
The increasingly complex world of video games allows for multiple layers and versions of storytelling, crafted by both the designers and the players. Professor DeMarle explores what constitutes story in digital gaming, how it differs from other forms of storytelling, and they ways in which game creators seek to change behaviors and create social change through gaming.
Applying Game Design Thinking to Education & Business Practices DeMarleAnn DeMarle
As an example, I wish to share a short video on our BREAKAWAY game (http://breakawaygame.champlain.edu ) camps in Hebron, Palestine and El Salvador where we applied both Game-Based Learning and Gamification principles to address the issue of violence against women and girls.
Advancing Learning, Relating and Performing through Character Strengths & Dig...Lynn Ochs
Presentation given at the Annual Conference for Middle Level Educators In October 2016.
Looking for a research-based, effective and FUN way to improve learning, relating and performing of staff and students in your school? Experience a unique approach designed to address all aspects of social and emotional learning through a strengths-based and blended learning approach. See how a nationally-recognized game platform, Happify, can be combined with a flexible classroom curriculum to shift learning communities to a strength-based culture that supports each person living their strengths, maximizing learning, relating and performance to their fullest.
Rationale: Middle level learners are at a critical developmental stage. It is essential that they develop healthy perspectives of themselves and their strengths and of those around them in order to thrive.
Seattle Girls' School Parent and Guardian Series: Girl BullyingRosetta Eun Ryong Lee
Odd Girls Out. Queen Bees. Girl Bullying. When did we lose our sweet little girls? Examine the cross-section of socio-emotional development, gender bias, and adolescence in the emergence of the “Mean Girl” phenomenon. What can we do as parents, educators, and supporters to promote healthy relationship among girls?
Topics Include: Gender, Bias, and Aggression, How to Communicate with Your Girls, Communication & Advocacy Skills for Women, Conflict Resolution Skills
Presentation for the Washington State Association of Multicultural Education. Workshop examines the overlap between systemic oppression and bullying we see among students. How can we highlight these similarities to do anti-bullying work and anti-bias work with our youth?
UPI Education's Summer Camp Leadership Development Program 2014 at Camp Colley, AZ. A huge thank you to all our sponsors, facilitators, and donors. This journal commemorates each and every single success, and memorializes the wonderful people who were involved, and the students whose lives are changed for the better due to the Life Skills Solutions™ training program they participated in.
Cory Stutts has worked since 2007 at Catherine Cook School, an independent Preschool-8 independent school in downtown Chicago. Cory is currently Head of the Middle School. Since 2008 when Catherine Cook joined the Ethical Literacy Learning Community, their focus has been systemic and grounded in professional development. Starting with a core teaching team at the 5 - 8 grade levels, the work has now branched out to span Pre-K through 8, with active participation from leadership at all three division levels, and active student engagement across the board.
This slide set was used at the 7th Annual Ethical Literacy Conference to guide attendees through a series of culture building activities that they could take back and implement in their school setting.
Threadbare - LIfe game - Transactional AnalysisManu Melwin Joy
The corresponding game among women in “threadbare”.
Often genteel, they take pains to be shabby.
They see to it that their earnings for good reasons never rise much above the abstinence level.
Keynote at "Meaningful Play".
Mastery, as defined in Joseph Campbell’s “Hero’s Journey”, is a transformation resulting in freedom from the fear of death and to the freedom to live fully. As developers if we truly believe that games can be meaningful, how do we fearlessly take on significant challenges, build teams and partnerships, and apply game principles with the power to transform the lives of our players? The Emergent Media Center has been pursuing these questions by celebrating the ability of the 20-something mind to build games that address the wicked problems facing us. A prime example is BREAKAWAY sponsored by the United Nations that creates champions of its players with the life-freeing goal of ending violence against women and girls.
Unleashing Kids' Passion for Compassionannebwalker
The Global Game Changers Children's Education Initiative provides a Common Core/NAEYC compliant, compassion-based curriculum that teaches and inspires elementary school kids to give back. Check out this presentation to see the benefits of a compassionate curriculum, including academic achievement, reduced bullying, increased self-esteem, and better health and happiness. Find out how the Global Game Changers are teaching compassion and inspiring kids to find their own superpowers to make the world a better place.
Elements of a Persuasive Essay Poster 2–12 | Download | Sadlier School. How to Write a Persuasive Essay to Make People Believe You – NerdyMates.com. Essentials of Persuasive Writing. 50 Free Persuasive Essay Examples (+BEST Topics) ᐅ TemplateLab. Persuasive Essay Example | CustomEssayMeister.com. Persuasive Essay Sample. Persuasive Essay. Persuasive writing. 48 Amazing Persuasive Essay Examples – RedlineSP. Persuasive Essay: Purpose of persuasive essay. The Persuasive Essay. Writing the Persuasive Essay. Persuasive Essay Examples | Preview.
BREAKAWAY: Combating Gender-based Violence through Student Created GamesAnn DeMarle
In 2010, college students at the Emergent Media Center (EMC) at Champlain College partnered with the United Nations Population Fund to create BREAKAWAY, an online game addressing gender-based violence. Research conducted in a series of facilitated youth camp models in Palestine and El Salvador from 2012-2014 highlighted its effectiveness at producing positive change in youth participants. The game was a finalist in the 2016 Womanity Award for the Prevention of Violence Against Women.
In 2016, students recognized the need to reach wider audiences and address changing play and game technologies. Thus began development of BREAKAWAY: mobile, completed in 2018. It recently was employed in migrant camps in Rwanda. Like the original, it is a soccer-themed game that addresses VAWG by encouraging reflection, positive attitudes, and behavior change in youth.
This presentation will include a brief demo of the game. It will examine the challenges of student led development for international audiences including: maintaining the integrity and impact of the original online version while updating and adapting it to a mobile format; opportunities for streamlining the narrative for a new generation; improving mini-game play; emboldening student experience; and how to partner with academia.
Storytelling Across Media Platforms for Positive ImpactAnn DeMarle
The story of the EMC and PMC partnership to create the positive impact game BREAKAWAY. Ways to think of media platforms for storytelling to produce positive social impact.
ALT-Classroom: Building a Dev Studio Inside Academia for Student and Partner ...Ann DeMarle
Much of education delivery is through formal coursework; pre-set learning objectives, and grading systems but what happens when that model is flipped and students possess the expertise? Recently celebrating its 10th anniversary, Champlain College’s Emergent Media Center is a fearless learning community designing dynamic processes and tools. In its interdisciplinary studio, students work alongside partners including IBM, Ford, and the United Nations developing games, apps, VR, and blended media solutions to complex issues. For the client this has meant successful, innovative approaches. For the students this has meant 95% persistence to graduation and career placement in 6 months of graduation.
Time & Space Annihilated: Innovation, Communication and SocietyAnn DeMarle
Vermont Humanities Summit presentation Nov. 2017
Across time and cultures, humans have designed forms and tools with which to communicate within larger governing structures. From the written word to virtual reality, these innovations have redefined our notions of ourselves, the universe, and society. Arguably our digital communication is causing as profound a change as Guttenberg's Press did. This talk will explore past and future communication technologies, the culture that gave birth to them, and possible implications for the future.
Time & Space Annihilated: Innovation, Communication & SocietyAnn DeMarle
Presentation fo panel on the impacts of digital media on society. Historical overview of how innovation in communication have corresponded to changing societal relationships.
Designing games for learning at the EMCAnn DeMarle
Intro presentation for NEASC conference describing games for learning illustrated through two EMC projects: BREAKAWAY for the United Nations, and two Cystic Fibrosis games Ludicross and Creep Frontier
DeMarle-MFAEmergent Media at Champlain CollegeAnn DeMarle
Presentation on the implications of technology, the communications landscape and how the MFA at Champlain College in Emergent Media prepares a student for it.
BREAKAWAY the UN sponsored game to address violence against women created by the students, faculty & staff from the Emergent Media Center at Champlain College and Population Media Center.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...
DeMarle Breakaway: Changing Violence Against Women and Girls-2014 Results
1. 2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India)
Engaging Youth as
Champions in Ending
Violence Against
Women & Girls
Ann DeMarle
demarle@champlain.edu
http://breakawaygame.champlain.edu
5. Why a game?
Powerful Form of
Experiential Learning
• Identification with characters
• Role playing real life situations
• Active decision making = critical thinking
• Reflection & storytelling
17. Respect changes attitudes
“It has shown me that it is not about how good your soccer
skills are. It is about attitude, teamwork & determination.
What you do when you are not on the pitch is important as
well.”
—Foluso, age 13, England
“I told my friends about how great this
game is & I shared with them that
violence against women is negative &
how to make right decisions.”
—Haroun, age 12, Hebron
27. Analytical sample AM camp group PM camp group
N (Sample Size) 83 38 45
Age
Range 7-18 7-15 8-18
Median & Mode 12 12 12
Mean 11.94 11.50 12.29
Standard Deviation 2.30 2.56 2.05
Sex
Boys 40 20 20
Girls 29 11 18
Unknown 14 7 7
Research participants
34. Change behavior
(n=100)
e.g., “Stop bullying!”
Negative personality
(n=25)
e.g., “You are rude!”
Harmful consequences
(n=8)
e.g., “You hurt people’s
feelings!”
Reasons to change
(n=6)
e.g., “It’s important to
respect girls!”
Write a letter to Tal
136 statements
35. Responsible members of society
Understand that we are all equal
Always together and strongly united
We always think before we act
We are tired of the lack of equity working together
Equity we will achieve
We are always proud of equality
(translated from Spanish)
Acrostic Poems
turned into Rap
41. Get the hell out Raina!
What, no way!
Calm down, boy, everybody can play.
Draw an example
of bullying (verbal,
physical,
psychological) that
you have learned
from
BREAKAWAY and
how to deal with it.
Participant
Responses
42. “You are ugly !”
I will try to ignore her
“Why you say that ?”
43. we stop violence and leave discrimination in the past!!!!!
nobody likes me
because she looks nice.
what's more, quit bothering
her,
She doesn't even hang out
with
you or do anything to you.
yeah, she's such an ugly girl.
oooh, so gross. this girl –
don't talk to her
44. N = 56, Range =1 ~ 29, M = 17.86, SD = 6.25
On average, campers chose more female player stickers
than male player stickers although the difference was not
statistically significant
MF = 8.11 vs. MM = 7.64; t(55) = .57, p = .57
Girls chose significantly more female player stickers
MF = 10.65 vs. MM = 5.70; t(22) = 4.81, p < .001
Boys chose significantly more male player stickers
MF = 6.64 vs. MM = 10.04; t(27) = -3.83, p = .001
These patterns were consistent between AM and PM camps
Empowerment
Open to change
Sticker Sheets
46. • 60 posts regarding the El Salvador youth camps (51 of them during
the trip)
• These photos and short videos created a spike in the daily number
of page likes. Some of these posts reached not just hundreds but
thousands of Facebook users.
• Max = 2,333; M = 379.47
• The most popular video was played almost 100 times.
• Altogether in 3.5 months, the BREAKAWAY camp posts gained
• 1,308 likes, 177 shares, and 198 comments;
• Engaged 4,420 Facebook users
• On a daily basis, an average of 77 Facebook users (including
over 60 from
Latin America/El Salvador)
• Some trained local facilitators became the most enthusiastic fans on
BREAKAWAY Facebook page and started self-organization for
future training and youth camps
47. • Sabido Methodology can enhance the design of social impact games
through role modeling and narrative engagement
• Deep learning and positive change can occur in a friendly social environment
facilitated by trained group leaders and peer-to-peer discussions
In summary, BREAKAWAY game and youth camps in El Salvador
• showed great potential for effective early intervention about VAWG and
promoting gender equality among youth
• served as catalyst to stimulate social interactions and indigenous initiatives
in the local communities
For more information: http://breakawaygame.champlain.edu
To play the game & download the Facilitator Guide:
http://www.breakawaygame.com/
Conclusion:
49. 2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India)
Engaging Youth as
Champions in Ending
Violence Against
Women & Girls
Ann DeMarle
demarle@champlain.edu
http://breakawaygame.champlain.edu
Editor's Notes
In 2010, together with the UNFPA and Population Media Center, we created BREAKAWAY: a free-online game to address violence against women and girls.
It is an official tool of the UN’s UNiTE campaign.
BREAKAWAY was developed by over 120 student developers and volunteers under the guidance of the gender specialists at the UNFPA, experts at PMC, and faculty at Champlain College in Burlington, VT,. After three years of development, the game was released in 13 episodes and in 4 languages. It has been played online in over 180 countries.
Many programs focus on victims. From the start the project took on a different tack - to change the attitudes & behavior of men and boys. It is designed to educate during the critical social development years of pre- and early teen years — 8-15.
Why a game? Video games are a medium that speaks directly to boys. Games are powerful learning tools because of their experiential nature. Players become their characters and make active decisions. Players experience and recall the game as if it is real.
BREAKAWAY’s solution also depends on a behavioral methodology developed in Latin American proven to be effective when used in radio & television: the Sabido methodology. In Sabido the main character faces a dilemma and other characters model negative and positive behavior. However the goal is 70% entertainment, 30% message.
Joining games & Sabido produces brings unique strengths for social change
BREAKAWAY’s solution is based on the age old dilemma of peer pressure - who do you side with & who will hang out with you? The game system is based on an interactive storyline and a series of skill-building mini-games (shooting, defending, tackling). Choices in these determine the player and his team’s chances at winning the longer play soccer matches.
As the player, you make choices on how to treat the female characters in the narrative. These decisions determine which team mates you practice with and therefore what soccer skills you learn from your team mates. Literally you can not win the game if you do not become a champion for the girls in the narrative.
In BREAKAWAY, the issue of violence against women is never explicitly conveyed & it does not demand the boys to take on adult violence. In fact to the boys, our players, the theme is soccer. Created for global distribution BREAKAWAY was launched with the 2010 World Cup. International soccer star, Samuel Eto’o is the game’s spokesperson and a walk-on character in the game – a true role model and champion!
After three years of development, the game was released has been played online in over 180 countries.
Of those players:
• Age: 49% age 18 or under
• Gender Breakdown: 31% female, 64% male, 5% do not report gender
• Over 88% of players made more positive choices than negative choice
The team also developed a free online Facilitators Guide to enable classes, teams, and youth groups to incorporate the game into their educational programs. It increases the reflective capacity of the game experience and brings forward support systems for change within real life.
In the summer of 2011, one of my students Mahmoud Jabari successfully organized and ran a suite of BREAKAWAY summer camps for over 120 youth in the divided West Bank city of Hebron. Even though the camp facilitators disagreed as to the role of women in society, they agreed to one key concept – respect for each other’s opinions.
Some children in the camp disagreed so forcefully with even the idea of girls being able to play sports that they would not attend discussions or activities – that is at first. They continued to play BREAKAWAY and drawn in by soccer and the game narrative and the
respectful approach of the facilitators, these children changed their attitudes
and behavior – to the point of actually playing soccer alongside the girls.
So in November of last year, we partnered in El Salvador with the UNDP, the University of Sonsonate and the Municipalities of Sonsonate to offer facilitator training and youth camps. Sonsonate has one of the highest per capita rates of femicide in the world.
In El Salvador we trained 45 Facilitators - and over 70 children participated in the youth camps.
The camp model was been fine-tuned and includes: Game play
Learning activities that reinforce the concepts in the game’s episodes.
and reflective dialogue that builds on personal experiences.
Hannah and Tal and Reina, connect to their lives
During the camps we conducted a research study on efficacy with Dr. Hua (Helen) Wang of the University of Buffalo. Dr. Wang is an expert in media studies and particularly in regards to media for social change.
The study consisted of event-based time diaries and participatory sketching as well as
Gamification reward strategies and Facebook insights
The study looked at if the participants correctly Identified the characters as negative or positive through symbols and words.
Write an adjective to describe each character.
Draw or to indicate ANY character(s) you don't like ( ) or you like very much ( )
Draw an arrow from Tal pointing to Zak and draw a or ☺ next to the arrow to indicate if you disapprove ( ) or you approve ( ) the way Tal has been treating Zak.
Draw an arrow from Tal pointing to Zak and draw a or ☺ next to the arrow to indicate if you disapprove ( ) or you approve ( ) the way Tal has been treating Hanna.
Study ID: 11B
Translation: coach: good/ Tal: bad/ Zak: friendly, gentile/ you: happy, affectionate, friendly/ Hanna: ?, motivated, ?
Rational: This drawing includes every element we required.
The youth correctly identified the negative and positive characters.
And 86% demonstrated sympathy to Hanna – one of the female characters being harassed and bullied by Tal.
Here are some examples: Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might
be going through Hanna's mind.
Study ID: 31A
Caption: I'm hurt
Rational: This drawing demonstrates Hanna’s emotion.
Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might
be going through Hanna's mind.
Study ID: 12A
Caption: I don’t know why they do not allow girls play if we are all equal.
Rational: This drawing shows Hanna’s cognitive process.
Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might
be going through Hanna's mind.
Study ID: 10A
Caption: Oh! Tal is so rude! I want to play.
Rational: This drawing points out Tal’s behavior as well as Hanna’s feeling.
The participant’s wrote letters to Tal.
And created acrostic poems about the issue of VAWG
As well as word art about the characters:
Study ID: 29A (upper left), 35A (middle left), 27A (lower left), 07B (upper middle), 34A (lower middle), 18B (upper right), 31A (middle right), 37B (lower right)
Caption: 29A (upper left): respectful Zak
35A (middle left): Tal selfish
27A (lower left): amazing
07B (upper middle): Zak – kind
34A (lower middle): Tal selfish / Zak friendly / Raina sensitive
18B (upper right): Zak - honest
31A (middle right): Tal selfish
37B (lower right): generous
Rational:
The participants learned valuable practical strategies for dealing with violence against women and girls. In this image from the game, TAL bullies Hannah…
And as illustrated in this screen: Zak models positive behavior
The Facilitator guide contains information and strategies for Facilitators such as FLOAT developed at Colorado University, Human Development and Family Studies for dealing with bullies.
Draw an example of bullying (verbal, physical, psychological) that you have learned from the BREAKAWAY game and how to deal with it.
Study ID: 37A (upper), 09B (lower)
Caption: 37A (upper): Get the hell out Raina ! What, no way! Calm down, boy, everybody can play
09B (lower): Tal "get out of here” Hanna "why do you treat me like this, Tal?” Zak "leave her alone” Hanna "thanks”Zak "you're welcome"
Rational: All five drawings depict bystanders defending the victims. 11A, 37A and 09B are from the game.
Draw an example of bullying (verbal, physical, psychological) that you have learned from the BREAKAWAY game and how to deal with it.
Study ID: 05B (top), 16A (bottom),
16A (lower left): "You are ugly !/Why you say that ? I will try to ignore her”
05B (upper right): Yahix "don't bother her" / Tal "shut up" / Raina "don't you dare insult me”
Rational: These drawing represent different types of bullying and strategies in dealing with bullying.
Draw an example of bullying (verbal, physical, psychological) that you have learned from the Breakaway game and how to deal with it.
Study ID: 11A (middle)
Caption:
11A: INTIMIDATOR "yeah, she's such an ugly girl. oooh, so gross. this girl - don't talk to her” TARGET - "nobody likes me” DEFENDER - " because she looks nice. what's more, quit bothering her, She doesn't even hang out with you or do anything to you.” CAPTION: we stop violence and leave discrimination in the past!!!!!
(another slide)
37A (upper right): Get the hell out Raina ! What, no way ! Calm down, boy, everybody can play
09B (lower right): Tal "get out of here" Hanna "why do you treat me like this, Tal?" Zak "leave her alone" Hanna "thanks" Zak "you're welcome”
Rational: All five drawings depict bystanders defending the victims. 11A, 37A and 09B are from the game.
Sticker Sheets: The youth picked male or female stickers of soccer players as rewards for completing the workbooks or activities. When these were tallied, girls chose more female stickers, yet boys also chose female stickers. This demonstrated that though the game was designed for boys, the responses from the stickers showed that the game empowered girls and left boys open to change.
The participants rated the experience on a five start scale with the camp receiving a 4.9! A collection of the words from there responses in describing the camps speak for themselves – the experience changed lives – learning respect for girls and boys.
The BREAKAWAY Facebook page grew during the camps and continues to have a following today:
60 posts regarding the El Salvador youth camps (51 of them during the trip)
These photos and short videos created a spike in the daily number of page likes. Some of these posts reached not just hundreds but thousands of Facebook users. The most popular video was played almost 100 times.
Altogether in 3.5 months, the BREAKAWAY camp posts gained 1,308 likes, 177 shares, and 198 comments; AND Engaged 4,420 Facebook users, On a daily basis, an average of 77 Facebook users (including over 60 from Latin America/El Salvador), Some trained local facilitators became the most enthusiastic fans on BREAKAWAY Facebook page and started self-organization for future training and youth camps
In 2019, together with the UNFPA and PMC, we created is BREAKAWAY: a free-online game to address violence against women and girls.