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Generalisation Assessment Game (GAG)

Design · All designs
Evidence · 2 claims (2 for) · 1 study (1 causal), q2 · 0 of 1 report an effect size · 2 claims rest on one study

Description

GAG is a critical-thinking card game for English Language classes. Groups of at least four students receive four cards inscribed ALWAYS TRUE, SOMETIMES TRUE, NEVER TRUE and RARELY TRUE; a volunteer draws statements about ethnic and religious groups from a box, groups raise a card, and must "support their answers with reasons or examples", losing points to groups that debunk their assertions and gaining two points for satisfactory justification. Students then modify over-generalised statements (e.g. "Christians make good parents" became "Some Christians make good parents") and generate their own statements about Nigerian ethnic groups.

Design Implications

Context

Requirements

  • A teacher to supply statements, instructions, and relevant information and clarification where necessary
  • Groups of at least four students each

Constraints

  • Evaluated in a nearly mono-religious but ethnically heterogeneous secondary school in Calabar, Nigeria

Target Learners

  • senior secondary one (SS1) students

Learning Goals

  • critical thinking
  • querying ethnic and religious generalisations and prejudices

Claims

Examples

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Key Sources

  • Eucharia Obiageli Obiekezie & Alexander Essien Timothy. (2015). Fostering Ethnic and Religious Harmony through Classroom Language Experiences. Journal of Education and Practice, Vol.6, No.25. https://www.iiste.org
Page metadata
Field Value
type design
id generalisation-assessment-game
title Generalisation Assessment Game (GAG)
description GAG is a critical-thinking card game for English Language classes.
status review
generated by process:settle-candidates on 2026-11-03
trust unverified — no one has confirmed this page's content
sources 1 — eucharia-obiageli-obiekezie-alexander-essien-timothy-2015

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