Abstract
Background:Race-talk reduces racial prejudice, presents correct information regarding race, improves racial literacy, and encourages positive race relations. Purpose: This research demonstrates how experiential learning in the form of a game measures Race and Ethnicity course curriculum effectiveness. Methodology/Approach: We used a live version of the game Guess Who (Hasbro) at the beginning and end of the semester and assessed students’ reflections of the game to measure changes in race-talk. Findings/Conclusions: The results indicate courses focusing on institutional racism for 16 weeks may produce a change in race-talk. Implications: Students benefit from this activity by growing in their racial literacy, and instructors benefit by using the game to assess their curriculum's effectiveness.
Original language | English |
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Pages (from-to) | 413-431 |
Number of pages | 19 |
Journal | Journal of Experiential Education |
Volume | 45 |
Issue number | 4 |
DOIs | |
State | Published - Dec 2022 |
Keywords
- disciplinary frameworks
- experiential learning
- higher education
- pedagogy
- race and ethnicity
- sociology
- study community