created on Dec 15, 2015 modified on Jul 21, 2017 06:20
Japanese III high school students concurrently study the Japanese concept of "omoiyari" (similar to empathy) and Japanese New Year's activities. They create games inspired from traditional Japanese New Year's games or traditional New Year's activities, overtly adding their concept of "omoiyari" to the games.
1. Overview - Introduction of the Driving Question, "How do games help us learn from each other and understand each other?", and the six segments of the project. more detail
1. Parody of Ad Council (Ad Council) commercial - Students watch a commercial on the Japanese concept of "omoiyari" and create of parody of that commercial. more detail
1. Embodying Empathy - Students look inside themselves, discovering stereotypes, their own ideas about empathy, the difference between "omoiyari" and empathy, read an article that stereotypes Japanese, and participate in mindful rituals. more detail
2. Mini-Melding Task - Students learn basic Japanese vocabulary and sentence structures for speaking about "omoiyari" by learning a song. Then students learn Japanese vocabulary and sentence structures for giving instructions, by following instructions in Japanese given by the instructor to play a jan-ken (rock-scissors-paper) game. Students then create a new game that combines the song and the game. more detail
3. Learn About Japanese New Year - Students learn about the Japanese New Year by reading children's books (in both Japanese and English) on the topic, and through survey they and the ELD students take. more detail
4. Melding Challenge - Students will create and present a game, in Japanese, that is inspired by traditional Japanese New Year's activities, and also has an "omoiyari" component. more detail
1. Contemplation - After completion of each segment, students are asked to answer a question that drives that segment. more detail