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Social class and its impacts
Social class and its impacts
Social class and its impacts
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Using Monopoly To Teach Students About Social Class In Relation To Wealth *Every semester I teach college Sociology classes I always have my students play a game of Monopoly. They don't play normal Monopoly though but one with special rules designed to teach them about how social class and wealth impact success and failure in life.* # The name of the game is Sociological Monopoly ## The game's rules were designed by Catherine L. Coghlan and Denise W. Huggin. The purpose of the game is to change a familiar game like Monopoly that most students know into a teaching tool to teach students how real society functions. (*See the end of the post for links to their study and directions for playing the game.*) ![game-2391690_640.jpg](https://steemitimages.com/DQmQLFvVahuTDsyDDpSSLpd355di2edu8XzxRmrLiJu1VZH/game-2391690_640.jpg) …show more content…
Real life isn't fair like that and Sociological Monopoly shows that. Those who start off the game poor only get poorer. Those who are rich get richer and have an easier time. In this alternate version you can take out loans but you have to pay them back with interest. Those who are poor take out loans thinking they will get ahead but they only get in debt. ![woman-1447082_640.jpg](https://steemitimages.com/DQmcmUkDFWu5U8F7nooMrrsrsvuyedbq2Wpp5iR8DCQA7WP/woman-1447082_640.jpg) # It's always fun to watch students play the game to see how they react. Those who are rich are happier and feel superior. Those who have less money get discouraged and unhappy. In ways as the game continues, players emotions mirror real life. Those in the upper class have a lot of money and an easier time full of joy. Those in the middle class will own a little property but they won't ever earn enough to move up in social status. Those in poverty sink lower and lower into debt and struggle to stay afloat. It usually takes 30 to 45 minutes for a game to get to a point where those with little money are out of options and those with money are cleaning out the bank. After the game I always discuss how players felt, what they learned, and how the game mirrors real life.
In this study two sets of random strangers were playing game of monopoly. Monopoly is a game where every player has same opportunity and to win you need luck and skills. One participant (rich player) had better chance of winning the game. They were given more money, able to roll two dice and have more mobility throughout the game board. Whereas, the other participant (poor player), had less money, only could roll one dice and did not have same about of mobility compare to other player. From Piff’s study it shows, even when the game was openly rid the rich player felt sense of entitlement, they eat more pretzels, they felt they deserve to win as well, did not show any empathy to the poor players whom have little chance of winning. This just show, lack opportunity can be setback for many Americans who lack wealth and social mobility. Whereas, those lucky few who has opportunity to do better for themselves. Plus, it show who rich can become greedy and lack understanding not everyone had the same start in life they
What is the goal of the popular board game of Monopoly? The answer is quite simple as it is to remain financially stable, while forcing opponents into a state of bankruptcy by buying and building pieces of property. By definition a monopoly is the exclusive possession or control of the supply or trade in commodity or service. For instance when it comes to a business, as a monopoly, it will own all of the legs on a table which keeps it up. In history such monopolies existed as Andrew Carnegie’s steel business. It thrived as Carnegie controlled every aspect of the steel industry. For example, Carnegie as a smart business man that he was bought out the “middlemen” in the process of making steel. Which means transportation, finding of, and making of those raw materials into steel were all under Carnegie’s name. Within the last couple of decades a new animal of a monopoly has emerged and hunts
Society today is split in many different ways: the smart and the dumb, the pretty and the ugly, the popular and the awkward, and of course the rich and the poor. This key difference has led to many areas of conflict among the population. The rich and the poor often have different views on issues, and have different problems within their lives. Moral decay and materialism are two issues prevalent among the wealthy, while things such as socio-economic class conflict and the American dream may be more important to those without money. Ethics and responsibilities are an area of thought for both classes, with noblesse oblige leaning more towards the wealthy.
At the start of the video the children are standing together discussing the game and discussing the different rules. The girl in all pink and blonde hair seems to be the one that is determining the rules and telling the other children. The little girl is actively participating in formal games with rules because she is playing a game that involves rules and organization. The little girl also seems to be engaged in the social dimension of cooperative or organized supplementary play. She is playing with the other children and she has goals. Her goals are to chase the other children when she is “it” and run away from the other children when she is not. The little girl understands that when she is tagged she is “it” and when she tags one of the other children they become “it”. As stated in the textbook, cooperative or organized supplementary play is the most advanced and complex. Children at this age love to run and play and seem to have an endless amount of energy which may contribute to their eagerness to play with other
You see, my class and I needed a game to play. After all, I was a physical education instructor.
All over the world differences, between the wealthy and the poor are obvious and everlasting. Fewer people are becoming rich and larger numbers of people are growing poorer leading to poverty as a global problem. This leads us to question as to why some people live below the poverty line and some live in the extreme luxuries of life.
Monopoly is a classic board game that is not only a fun game to play, but it also teaches children about the economy. Monopoly can date all the way back to 20th century, surprisingly enough it is still very popular to this day, and all of the lessons it teaches still remain as helpful as it did back in the 1900s. The first known version of Monopoly was created by Elizabeth Maggie, known as the Landlord’s Game and was patented in 1904. Later the original game was developed by Charles Darrow in 1933 and was based on Atlantic City, New Jersey. Today the Monopoly board game is sold in over 100,000 retail stores all over the world. The game of Monopoly doesn’t only exist as a fun game to play with friends and family, but as a very important educational tool that is helpful
Its pragmatic approach ensures that these strategies are buildable and usable in society. As an illustration, one evidenced based strategy that was emphasized in this book was “select[ing] a well-defined target behavior” for students to engage in – so they can make meaningful connections, are apt to retain information taught, and will genuinely be able to witness the manifestations of the instruction learned in their everyday interactions. This is seen on page ____ as teachers are instructed to teach students to count – but specifically by introducing a clear purpose: counting, adding, and subtracting scores in a game. It also exemplified the idea that an even greater motivation evinces when students play games with their peers who may be more developed than they; so that they can learn new gaming strategies (and learn math at the same time). This illustrates peer to peer tutoring which serves yet another effective technique for helping to integrate students with intellectual disabilities into general education classrooms (which seeks facilitate their learning in the least restrictive environments for them.) Finally, once students with down syndrome have acquired even a small portion of understanding in the games, they are given a space to display their
This game not only refreshes students’ minds and gets them excited, it also teaches them what immigration was like in the turn of the century. This technology benefits the students because it engages essential problem solving skills that come with mastery of this subject. These students have to truly understand the content learned in ‘Direct Instruction’ in order to do well in this interactive game. “From Ellis Island to Orchard Street,” also helps myself, as an educator, because it teaches the students what I have taught them, for a second time-which further drives home the
Money can give people a lot opportunities and privilege. Financially privileged people have no trouble getting materialistic things such as big houses, expensive cars, and jewelry. Being privileged can also provide better scholastic education as well as respect. On the other hand, a lack of money, as a person might guess, limits opportunity and lower a person’s status on the privilege pole. In order for an underprivileged person to have all of those things, they have to work hard to get to get the luxuries of nice houses, cars, and jewelry. As far as education goes, the underprivileged might not go to the best schools but they get an education that will prove to be more valuable in life; they learn to earn respect, appreciate what they have and how to survive with just the necessities and what’s really important in life. So when a person looks at each group and tries to decided with one gets the most out of life, they will see that underprivileged individuals get so much more out of life than a person who came up in affluence and privilege.
If students were filling out a worksheet, they would know they were completing a vocabulary activity, but with this game it was a fun activity that was interactive. It also impacted their learning because it got them ready for the rest of the Language Arts block. Normally during Language Arts, students need reminders to keep their heads up or students are complaining of stomach aches, but on this day students were ready to learn. Language Arts comes after the students have been at specials, lunch, and recess, so it is not always the easiest to get them into the learning mode. Having a game at the beginning got students ready to learn for the rest of the
Primary students’ age is usually between 6 and 12 years old, and at this age they are just away from their parents’ arms and into formal campus life, being difficult to adapt to the monotonous life. At this time, they own some characteristic like curiosity, good activity, and loving performance. So the game just meet their little “vanity”. In the classroom, playing games either let children learn some new knowledge, also let each of them actively participate in classroom, which is good for their body growth and
Games have been used as a learning tool dating back to the Middle Ages with using Chess to teach noblemen war strategies and scholars argued that old methods of learning functioned off of verbal play. Though games have been integrated into learning for such a long time, it wasn’t until around the mid twentieth century that a tie between games and learning began to be recognized by the public. Many scholars reporting on how games play a vital part in learning; Jean Piaget, the Swiss psychologist, connected a child’s moral judgement development to their ability to understand game rules (“History of Games & Learning | Institute of Play,” n.d.). Two analysts, A.M. Mood and R.D. Specht (1954), released the paper, “Gaming as a Technique of Analysis.” Which found: “A virtue of gaming that is sometimes overlooked by those seeking grander goals is its unparalleled advantages in training and educational programs. A game can easily be made fascinating enough to put over the dullest facts. To sit down and play through a game is to be convinced as by no argument, however persuasively
..., a person who earns $25,000 is happier than a person who makes $125,000 and an employee who makes $500,000 is only slightly happier than someone who makes $55,000. Lastly, there are more important things in life that and make you happy, for example, friends. They don’t come with a price tag, and if they do, you definitely need new friends. Money won’t make you happy since good times can’t be bought. You don’t need a fancy vacation to have a good time; it’s just a matter of who you spend it with. Over the years, humans have blown the value of money way out of proportion. People make it seem like if you’re not filthy rich, then you won’t live a good life but it’s not true. You can lack money and yet still live a perfect, happy life.
Gamification of the classroom is a topic that has been slowly gaining attention. Moncada & Moncada (2014) define gamification as the pedagogical technique associated with game-based learning. Gamification is turning a classroom, a lesson, a review, a test into some type of game format. It’s the use of games or elements of games in a typical non-game application (Muntean, 2011). It is important to distinguish between game and play. Play is an unorganized experience. Games, on the other hand, are structured with rules (Burkey, 2015). Gamification is incorporating game elements to make education more interesting (Apostol, et al, 2013). Merriam-Webster tells us that this word is a new addition to the lexicon, but the concept is not new. Gamification is not just for the classroom, it can be used in the workplace and for customer incentives (Caponetto, 2014). It is an emerging trend, predominantly due to the modern technology available today. Therefore, gamifying a class has power. It can help engage the student, capture attention of the audience and drive competition swaying people’s behavior (Kim, 2015). McGonigal (2011) speaks about how gaming has become a billion-dollar industry. Our society is