This tool is intended as a warm-up exercise to get to know each other better and to ignite a process of thinking about what participants define ‘their culture(s)’ to be. The link in the descriptions below directly guides you to a wheel filled with questions inquiring about the culture of the participants, which is then shown on screen either in the classroom or online.
Goal
The goal is to get to know each other in a fun, quick way, while learning something about each other’s cultures. It also serves to introduce the topic of culture and raise awareness of cultural similarities and differences.
Target audience
The target is a group of participants in a course about culture. No minimum number of participants is required.
Duration
The duration depends on the number of participants and how much discussion the facilitator allows. It can take anywhere from 1 minute to 5 minutes per participant.
Materials
The needed materials are a computer with internet access and smart board/projection screen. Direct link to the tool online: https://wordwall.net/resource/38315712
Game rules
This link directly guides you to a wheel filled with 25 questions inquiring about the culture of the participants, which is then shown on screen either in the classroom or online. Click on ‘spin it’ and the wheel will randomly select a question by which participants will have to explain from which culture(s) they are and then answer that specific question about that culture. The selected question can then be taken out of the wheel by clicking ‘eliminate’. To continue playing, click ‘resume’. Different formats for the tool can be selected, e.g., a card deck instead of a wheel . It serves as a simple icebreaker exercise. It can either be played plenary, if time allows. Larger groups can be divided, with participants answering the questions in smaller groups.
Reflections from users
“The cultural wheel is a great way to get to know all participating group members. The questions make them think about what ‘their culture’ is/are and talk about and reflect on their culture. This generates enthusiastic, interested and highly motivated students.” (M. De Boer, IC lecturer)
Background
The game is in fact a digital variation of other card games that serve as icebreaker exercise on culture. It was originally designed as replacement for a paper version of the game, during the times of digital lessons due to the COVID19 pandemic.
Authors and affiliations
Geryl Gerretsen (e.s.j.gerretsen@hr.nl)
Jessica Shinnick (j.h.shinnick@hr.nl)
Rotterdam University of Applied Sciences