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Do it your way:

Supporting young entrepreneurs

GAME
COMPILATION
BOOKLET
ABOUT THE PROJECT

The European Voluntary Service project named "Do it your way:


supporting young entrepreneurs" took place from November 2017 to
August 2018 in Tbilisi, Georgia and brought 1 volunteer from Shokkin
Group Estonia to do his service in the youth association Droni.

The main aim of the project was to assist the hosting organization DRONI
to explore ways and methodologies to empower young people from
Tbilisi in order to increase their creativity and entrepreneurial attitude
by creating projects/events/activities on the topic in educational
facilities and in the Droni centre. During the service the volunteer
promoted youth entrepreneurship among high school and university
students.

One of the bigger parts of the EVS project was an initiative called
“Bizlab”. A group of volunteers was engaged to develop new
educational games that develop vital entrepreneurial skills among
young people. Activities of “Bizlab” took place from December to June
and consisted of several stages:

- Analysis and discovery of game-based learning;


- Game design and development;
- Game testing with young people;
- Finalizing games according to observations and feedback;
- Developing game materials and this manual.

In the manual you will find game outlines and some of the created
materials for the games. If you wish to get access to the full additional
materials or hold a “Bizlab” series in your institution, please contact the
team.

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ABOUT THE PEOPLE BEHIND
PAVEL VASSILJEV
I am passionate about backpacking, cooking, escape rooms and board games. I love
to plan faraway trips on a budget and bring them to life discovering new places and
ways of living. Whenever I miss traveling I travel with food, cooking dishes from
different world cuisines gives me lots of happiness especially when they turn out tasty.
I love playing any kind of games but my recent passion is getting out of escape rooms
always trying to hit the record and I also enjoy playing various board games during
my spare time.

In “Bizlab” I have been behind delivering initial training on the topic of game-based
learning and being the critic of the designed games at the first stage. It was a great
experience having all this time to develop games and design materials for them. I truly
enjoyed receiving feedback from players and coming back to the drawing board
changing and twisting game elements. I hope our “Bizlab” games will find many
players.

Contact: pavel@shokkin.org

AVTANDIL VARDIASHVILI
I am the active person and enjoy various kinds of things - I like playing
football , cycling and especially hiking and trekking . I also love travelling
around the world ,exploring new cultures, places and discovering unique
things around us. One of my passion is playing games - it can be video
game or board game, or the one that will teach you something new and
important.

“Bizlab” gave me one of the most valuable experiences of my life – it was


flow of creativity and brainstorming , which brought a lot of new ideas
and gave me personal and professional grow. It was the first time when I
was working in a project where we’ve been developing games! And it
was amazing – it was really challenging and demanding in some
moments, time consuming as well, but rewarding for sure! Working with
such experienced mentor as Pavel Vassiljev thought me a lot and in future
I plan to continue with such educational content as games.”Bizlab” project
will always remain for me as a start of something big.

Contact: avtandilvardiashvili@gmail.com

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GAMES
OUTLINES
During the project,we have developed and
tested games based on 5 crucial skills
needed for young entrepreneurs:

-Communication;
-Creative thinking;
-Planning;
-Problem solving and decision-making;
-Financial literacy.

Here we are sharing only game outlines


with You. For additional materials like cards
and other handouts contact us via Email.

PAVEL VASSILJEV pavel@shokkin.org


AVTANDIL VARDIASHVILI avtandilvardiashvili@gmail.com

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GAME 1 : "THE DNA EXPERIMENT"
Game Topic: Communication
Game Name: The “DNA” Experiment
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 12-18 (if a group is bigger, have two parallel “experiments” going on)
Location: indoor
Materials needed: tape; construction bricks (Lego); large material cover (to act as
wall); flipchart with rules; 6 A4 sheets; 2 pens; mouth masks; 2 small covers; 2
flipcharts with communication barriers & effective communication.

Learning Outcomes:
1. To introduce young people to the concept of effective communication;
2. To let young people experience various communication situations and reflect
on own actions;
3. To open a discussion on the topic of effective communication and
communication barriers being verbal and non-verbal;

Step by step guide:

1. Prepare the room for the game making three large rectangles with tape
separated by a large cover. Mark them as Sector A (architects), Sector B
(translators), Sector C (builder). Place a table and equal amount of chairs in each
sector. Place a laptop in Sector B with a countdown timer in front of the 5 chairs;

2. Randomly separate participants in 3 groups of 5-6 persons;

3. Introduce the story:

You are a group of scientists from all over the world that initiated an experiment
with a radioactive DNA structure to see if you can duplicate it and make the
biggest step to end all the known diseases to humanity.
The experiment involves you working in 3 sectors (A,B,C) without being able to
leave them.
• Your task is to recreate the exact DNA structure in sectors A & C.
• You have to carefully follow instructions for each team.
• No outside equipment can be used
• You have 10 minutes for making a common strategy
• You will have only 30 minutes to fulfill your task
• If the DNA structures in sectors A & C will have more than 4 differences – you
will be contaminated.

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GAME 1 : "THE DNA EXPERIMENT"
4. Give the role of each group based on written cards;

5. After answering questions if occurred give the whole group 10 minutes for
strategy preparation;

6. Start the game with the countdown timer for 25 minutes and as facilitators
observe, not interfering unless the rules are broken;

7. After the time runs out compare the two constructions;

8. Ask the group to form a circle and lead the debriefing process.

Debriefing Questions:

1. How did you feel during the process of the game, what were the highlights?
(for each group)
2. How did your strategy meet up the reality when you were actually
constructing?
3. What were the challenges of the game? (write down the list)
4. What could help you to better overcome these challenges?
5. What kind of similar challenges you met in your life?
6. How did you overcome them?
7. What can help you to be more effective in communication with others?
Additional materials/comments:
After the debriefing present a flipchart with communication barriers and the
process of effective communication.

Here are hints for the effective communication:

• Be clear of what you want to say;


• Know where you want to lead the conversation
• Avoid jargon and acronyms;
• Use a respectful tone;
• Listen actively;
• Maintain eye contact;
• Mind your pose;
• Ask if it’s clear;
• Point out the agreements.

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GAME 2: "CREATHON"
Game Topic: Creative Thinking
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 12-16
Location: indoor
Materials Needed: a lot of plasticine (clay), color rectangles, markers,
printouts, pens per team, paper tape, handouts, flipchart with definition of
creativity and innovation.

Learning Outcomes:
1. To introduce the process of creative thinking;
2. To show various methods for creative thinking;
3. Do open a discussion of enabling and blocking factors for creative thinking;

Step by step guide:

1. Once the participants come into the room give them one colored paper
rectangle and ask to write their name on it (red, yellow, green, blue).

2. Once the participants are all inside the room ask them to take seats at
tables with the same color as their papers, that is how the teams are formed.

3. Once the teams are formed read out the intro story:

“You are a team of experts from all over the world and have been chosen to
participate in this creative hackathon to find best product idea that can
change lives of young people. Your task is to create a product that would be
useful, realistic and cheap to make. Now you can turn the card A (description
of task of the hackathon) which is on your table and start working on
creating the product according to the working paper first. You have 20
minutes;

4. Once time is up, distribute card B (description of feedback approach) is


distributed to all the teams the next part of the activity starts and lasts for
another 18 minutes with each group writing feedback for 6 minutes and
passing it to the next team (clockwise);

5. Once the time passed read out:


“Now you have your idea back with feedback of different teams and their
points of view. You now have 15 more minutes to shape your idea into its best
state. Please use the resources you have to create a physical prototype of
your idea and don’t forget to use the presentation form to make your idea
understandable. “

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GAME 2: "CREATHON"
Then distribute the prototype resources and presentation sheet for each team
and give them final 15 minutes to create the designs;

6. Once the 15 minutes are done ask participants to present the products in 1
minute each;

7. Proceed to debriefing followed by creative thinking rules & models;

8. Share the handout of creativity enhancers and finish the session.

Debriefing Questions:

1. How did the game go?


2. What do you think helped you in your process?
3. How can you define creative thinking? (Share the creative thinking
flipchart)
4. Are you creative?
5. What helps you to be creative? (Write down list of enhancers)
6. What blocks you from being creative? (Write down a list of blocks)

! Emphasize that creativity is a muscle that should be trained. Creative


thinking develops in a similar way as logical thinking: by solving problems,
by creating ideas, using out of the box exercises and analyzing them. If you
have time you can perform the 9 dot exercise.

Additional materials/comments:

CARD A CARD B
Task card Hat card

DEFINITIONS

Creative thinking means looking at something in a new way. It is the very


definition of “thinking outside the box.” Often, creativity in this sense involves
what is called lateral thinking, or the ability to perceive patterns that are not
obvious.

Innovative idea: To be called an innovation, an idea must be replicable at an


economical cost and must satisfy a specific need. Innovation involves using
information, imagination and initiative to create most useful and effective
products/services.

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GAME 3: "CONSTRUCTORIA"
Game Topic: Planning, Management
Session duration: 90 minutes
Target Group: young people 16-24
Group size: 15-18
Location: indoor
Materials Needed: Tape,Paper,Markers,Spagetthi,Straws,Rope,Pencils,
Marshmallow,Linears,Scissors,Clay.

Learning Outcomes:
1. To introduce the importance of task assessment and planning;
2. To give practical experience of complex prioritizing situations
3. To reflect on own attitude towards planning and identify steps of
improvement

Step by step guide:

1. Participants sit in 3 teams of 5-7 members forming a team;

2. Participants are introduced to the story and the rules of the game;

3. Participants receive the first task list and are given 3 minutes to prioritize
own task completion;

4. Once 3 minutes are up each team’s facilitator starts naming tasks and
participants have to complete them. Overall participants have 12 minutes to
fulfill as many tasks as possible;

5. Once time is up, facilitators calculate the amount of points and announce
the starting capital of each team;

6. Participants are then given the menu card where they identify, which of the
materials they would like to buy on the market and how many of them. Allow
up to 10 minutes for preparing budgets;

7. Once time is up participants are introduced to the market and see the
materials sold. Participants visit the shop one after another starting with the
“poorest” team. Participants can purchase only 2 items at a time. Allow up to
15 minutes for the market activities;

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GAME 3: "CONSTRUCTORIA"
8. Once the time is up provide participants with 15 minutes to build their
prototypes at their work stations. Once the prototypes are build ask
participants to calculate their desired material vs reality ratio and present the
prototype.

9. Once each team presented their prototypes hold a debriefing.

Story:

You are three architecture bureaus from your city. The city hall is planning to
invest into creating a big water park in your city and they announced a
tender for the best offer. The trick of this tender is that they are searching for
a bureau with the best planning and action skills. Thus, they decided to put
you to the pressure test. One company will win the tender, while others will
be left without this big project.

Game Rules:

• Your task will consist of several activities, consisting of various levels. You
will receive information from the facilitators in a gradual manner;
• You can use only the given equipment to you;
• If any of the rules are broken your points will be deducted.

Debriefing Questions:

1. How did the game go?


2. How did you feel in the process of the game?
3. What kind of strategy you created and how?
4. What were the challenges in this game?
5. How these challenges correlate with your current lives?
6. How time pressure influenced your decisions?
7. How did your plan meet the reality when you where actually constructing?

Additional materials/comments:

After debriefing tell participants the background of the stages-their meaning


connected to obstacles we face when planning (lack of information, lack of
time, unexpected changes).

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GAME 4: "THE GRANT RACE"
Game Topic: Problem Solving & Decision-making
Session duration: 90 minutes
Target Group: Young people aged 16-24
Group size: 12-30
Location: indoor
Materials Needed: laminated resource cards, laminated menu cards, trade
deal service.

Learning Outcomes:

1. To give practical experience of trade negotiations and decision-making;


2. To practice effective-problem solving and strategic thinking;
3. To discuss negotiations process and introduce effective problem-solving
steps;

Step by step guide:

1. Participants sit in a room arranged with 6 tables in a big circle, trading


space in the middle and the State office table nearby;

2. Participants are introduced to the story and the rules of the game;

3. Participants receive 6 cards based on their team color;

4. The trading starts once the state office announces it and lasts the whole
game (with occasional government grants given by the state office if the
trade is not going so well)

5. The game finishes once 3 neighboring villages turn into cities or the time
runs out. In that case the most advanced city wins.

6. Once the game is finished announce the winners giving either a city card or
the prosperous region card and start the debriefing.

Story:

Each table represents a village of our beautiful country. The government has
set a goal to modernize villages and regions to create prosperous cities. Sadly
there is not enough funding to turn all villages into cities so it has been
decided that a grant race will happen. To avoid nepotism and bribing the
state disables immediate neighbors to trade with one another.

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GAME 4: "THE GRANT RACE"
Game Rules:

• The aim is to develop the region by transforming villages into cities;


• A city should have 7 different buildings but can also have duplicate
buildings;
• The grant race finishes once 3 neighboring villages transform into cities or
once the time runs out. In that case the city with the biggest number of
buildings wins;
• You cannot trade resources or buildings with your neighbors (immediate
left, immediate right) unless you earn the scholar or diplomat status;
• You can negotiate only inside the market space but cannot bring resources
inside;
• Every exchange trade should be done at the state service in front of an
officer;
• If any of the above rules are broken all your resource cards will be taken
away;
• You can trade resource cards at the state service department using 3:1
ratio;
• The state service will provide your villages with state grants every once in a
while;

Debriefing Questions:

1. How did you feel during the process of the game, what where the
highlights?
2. What was your strategy? How did you create it?
3. How did your strategy meet up the reality when you were actually trading
and negotiating with others for the resources?
4. How did you adapt during the game?
5. What could help you to better overcome these challenges?
6. What steps do you usually make to overcome challenges and solve
problems?
7. When you are in a position of negotiations and making decisions for others
how do you feel?

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GAME 5: "START-UP LIFE"
Game Topic: Financial Literacy
Session duration: 120 minutes
Target Group: young people 16-24
Group size: 12-30 (should be possible to divide in 2 or 3 per team)
Location: indoors, 1 spacious room or 2, 3 smaller rooms
Materials Needed: cards, printouts, pens, dice (4-8 dice), 4 decks of cards, 2
laptops, 4 water bottles, 2 balls.

Learning Outcomes:

1. To introduce participants to basic financial management and investment


planning;
2. To create space for practicing generating capital and following a financial
strategy;
3. To give participants practical understanding of financial terms;

Step by step guide:

1. Prepare tables for participants with envelopes of Shokitora Consult and


personal accounting sheet per person;

2. Prepare 4 working stations (bank, shokkinvest, jobseeker, great


opportunities);

3. Divide participants in groups of 2 or 3 person’s;

4. Introduce the story:

Each pair (trio) are friends who decided to become business partners and
dream to open your own business. You heard that in 4 weeks there will be a
start-up event and the business idea with the biggest amount of starting
capital will be chosen to be consulted and mentored by the biggest
entrepreneurs. You look at personal accounting sheets and find out that you
have only 500 shokkels each, which is not enough. You have 4 working
weeks to gather as much starting capital as possible. Each week here equals
15 minutes. After each working week comes a 5 minute weekend to meet at
home and plan the next week.

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GAME 5: "START-UP LIFE"
5. After 7 minutes are finished start the 1st round. Where participants have
the possibility to go to various stations and earn capital;

6. Once the 15 minutes are out ask each group to pick an event card and
announce the stock market changes;

7. After 5 minutes are finished start the 2nd round and repeat the same for
the 3rd and 4th round;

8. After the 4th round is finished ask the groups to return and calculate their
final numbers and decide what they do with their current shares;

9. Once the groups give their financial reports one facilitator starts a
debriefing, while second one calculates and checks the reports;

10. After the debriefing announce the final calculations and congratulate the
winner.

Debriefing Questions:

1. How did you feel in the process of the game?


2. What were the challenges of the game for you?
3. How did you identify a strategy for the game?
4. Was there anything that surprised you?
5. How do you usually approach financial management?
6. Do you know how these institutions work in the society?
7. What do you want to learn more about financial management and funding
institutions?

Additional materials/comments:

• To prepare print : Shokitora Consult (1 per group), Final budget (1 per


group), Personal accounting (1 per person), Shokinvest (1 per group);

• Provide players with the funding opportunity handout.

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The project "Do It Your Way" was funded
with the support of the Erasmus+ programme
of the European Commission and the Estonian
National Agency Noorteagentuur.This game
compilation booklet reflects the views only of
the authors and the Commission cannot be
held responsible for any use which may be
made of the information contained therein.

Content: Design:
Pavel Vassiljev
Avtandil Vardiashvili Avtandil Vardiashvili

ET.SHOKKIN.ORG WWW.SHOKKIN.ORG
WWW.DRONI.ORG

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