(some) philosophy games jesse walsh Dear Pre-College Philosophy Colleague, The contents of this booklet are a relatively random sampling of the games and activities I have used in my middle school classroom over the past few years. Most of them are completely my own invention, although some draw on popular children’s games or are modified versions of someone else’s contrivance (notations have been made in the case of the latter). They were developed specifically for the middle school learners of philosophy at St. Martin de Porres Academy (New Haven, CT), although I believe they are relevant to students from a wide range of ages and backgrounds. Disclaimer: These games and activities are designed to provoke philosophical discourse among the students, usually pertaining to at least some of the indicated pertinent topics. They are not in any way intended to characterize entire philosophical disciplines and may possibly omit or overlook arguments or aspects of a particular school of thought that someone else may consider crucial. Avowal: You hereby have my expressed written consent to reproduce and redistribute this document to any person(s) wishing to advance the field of pre-college philosophy. Please also feel invited and inspired to modify any of its contents to best suit the needs of your students. Happy Philosophizing! Jesse Walsh jwalsh13@bu.edu “Off to the Races” (Some) Relevant Philosophical Topics: inductive reasoning, philosophy of science Rules: This game has a sort of complex structure but is actually very simple to play. It is a competition that requires some background knowledge of inductive reasoning, so a bit of teaching and practice with that will be necessary before you begin. The group should be split into three teams: Team Inductive Reasoning, Team Dice and Team Magic 8 Ball. Explain to the students that earlier in the day, 2 horses raced against each other multiple times. You are going to show them the results (winner) of the first four races, and then they are going to try to correctly determine who won each of the other races based on that information, or by using their appropriated prop. So, Team Inductive Reasoning uses that methodology, Team Dice rolls an oversized die (Horse #1 – odds, Horse #2 – evens) and Team Magic 8 Ball consults its plastic fortune teller (remind them they have to ask yes/no questions!). Reproduce the grid (see appendix) on the board and explain to the children how to read it. Allow them to have 15-20 seconds to determine which horse their group believes will win the next race. Put a check mark in the appropriate column, and then reveal to them what the ‘actual’ outcome was. (Of course, you will have to fabricate the race results ahead of time, but the kids shouldn’t really be privy to that). Each team that selected the winning horse also gets a check mark for that race. At the end, the team with the most check marks receives some sort of prize. Potential Modifiers: I suppose it doesn’t have to be horses that are racing – you could substitute any number of other things here! Also, since you’re (kind of) “rigging” the race from the beginning, you can play with what sort of outcome you’re trying to achieve by altering the race winners. I usually have 12-15 races beyond the initial four that are initially shown to the students, although you could run more/less than this depending on your classroom needs. If you’re really technologically savvy, you could create a fancy animation after each round to reveal the winner of the next race. I usually either have the kids produce a drum roll and then I will either announce the winning horse or create a simple PowerPoint document to click through. Important Notes: I usually take suggestions from the kids for horse names rather than calling them Horse #1 and Horse #2. They’re just presented that way here for clarity. Setting up the rules, structure, flow, etc. for this game takes a little while, but once you begin, the game itself moves very quickly. Despite the fact that you have predetermined the outcome of the horse races (and thus the responses of Team Inductive Reasoning), you can’t yourself know how the results from the other 2 teams will pan out. Therefore, the subsequent discussion/potential prompts can vary tremendously. Some Potential Prompts: Which horse won the most times? Which team won the most times? Does anyone find this outcome surprising? What can this tell us about inductive reasoning? Pros/cons? Is it okay for us to use? What about scientists? What does this have to do with philosophy? APPENDIX: Hors e #1 Hors e #2 Team IR Rac e1 X Race Rac 2 e3 X Race Race Rac 4 5 e6 X X -- -- -- -- … Race n Team Dice Team Magi c -- -- -- -- -- -- -- -- This table is more or less how yours should look before the game gets underway. Of course you could choose the horse winners differently – this is only one example of how things could begin. Your Notes: ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ “Philosopher Says” (Some) Relevant Philosophical Topics: free will, morality, intent, consent Rules: This game is played with exactly the same rules as “Simon Says”. The Philosopher (teacher) instructs the students to perform various tasks/maneuvers by prefacing them with “Philosopher Says”. If the philosopher does not utter this phrase prior to giving instructions, students should not perform the given task. If they do, they are “out” and must sit down. Additionally, if the teacher does say “Philosopher Says” and the students do not comply, they are also out and must take a seat. The special thing here is in regard to what students are asked to do. Generally, the game begins with relatively benign commands (e.g. touch your head/nose/tummy/whatever, spin in a circle, high five a neighbor, etc.), then proceeds to moderately uncomfortable or undesirable commands (e.g. jumping jacks, running laps around the room, pushups, burpees, etc.). When the students are sufficiently worn out and you determine it’s time to end the game, a final preposterous command is given (e.g. go jump out the window, make out with your neighbor, pick your neighbor’s nose and eat it, etc.). The game will be over at that point since none of the students will comply (or will be able to comply). Potential Modifiers: You could change the name if “Philosopher Says” becomes too cumbersome to repeat over and over again. I think I tested out “Hobbes Says” one time for this reason, but it didn’t feel right so I stopped doing it. There are two sorts of final commands you could give, and if you and your students have the time and stamina, you could try both! One sort evokes an avoidance response in the students – their desire to not perform the given task outweighs their desire to participate in or win the game. The examples listed in the rules above fall into this category. Alternatively, you could also suggest something they are physically or logistically incapable of doing at that precise moment (e.g. grow 3 feet taller, change an infant’s diaper, recite the entire US Constitution in Swahili, bleed yellow blood, etc.). These sorts of commands are not necessarily undesirable, but they cannot be completed within the space-time parameters of the game, thus lending themselves to a rather different sort of free will discussion. I usually offer a prize to the winner to keep their motivation up when the pushups enter into play. Then I typically reward all of them since there is never an actual winner. Important Notes: Obviously, a great deal of trust and discretion must be utilized in choosing appropriate commands for your students. The windows in our classroom are incredibly difficult for the kids to open, especially in the colder months of the year. So I don’t have to worry about students actually attempting to obey this command. If you had a group of all boys, they’re probably not going to make out with each other, but a mixed-sex group might react differently – especially if any of them are already “dating”! Finally, the sort of free will in question here is primarily focused on individual agency. You can definitely work in a discussion of the infinite regress that is causal determination, but it’s not likely to come up on it’s own. Some Potential Prompts: How did this game make you feel? Why might you follow some commands, but not others? If you really did jump out the window and got hurt, do you think [the teacher] would be in trouble, or you? Or both? Do you always have to follow the directions of authority figures? How do you know when it’s okay not to? What does this game have to do with philosophy? APPENDIX I typically preface this game with a free will centered warm up activity to dig up some central ideas and prime the appropriate portions of their brains. (Conversely, you could also use the game as a priming activity and this could be done afterwards). Students are given a stack of index cards and asked to come up with as many possible reasons as they can for why they are in that particular classroom at that particular time. Give them about 5 minutes to complete this, then collect the index cards. On the board, make 2 columns – “Within Your Control” and “Not Within Your Control”. Read each card aloud and then have the students decide which column it belongs in. Despite the fact that middle school students tend to regularly blame everyone else around them for their own actions, to my surprise they typically want to put most of the index cards into the “Within Your Control” column. Be prepared to encourage them to think a little bit deeper about some of their claims! Aside from the likely very fruitful conversation that will be sparked by the card-sorting activity, here are some potential follow up prompts: So given what is on the board, how can you know if you are acting freely? Is it fair to hold people responsible for things that might have been out of their control? (e.g. cult murderer) Is it fair to reward people for things that might have been out of their control? Your Notes: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ (either the teacher or a pre-selected student) determines which team is more convincing, and they are the winners. Prizes may be handed out if desired. “Deal or No Deal?” (Some) Relevant Philosophical Topics: utopia, metaphysics, happiness, “Brain in a vat” Rules: This activity is actually a very informal debate disguised as a sort-of game show. To begin, have kids fill out “My Perfect Life” surveys (see Appendix). When they’re finished, explain “The Deal”, which is essentially an opportunity to attach your physical body to the experience machine: I promise you that you could have your perfect life – anything in the whole world that you wanted but there is a catch. The way you would achieve this perfect life is by me hooking up a machine to your brain, forcing it to think you’re actually having all these experiences in “the real world”. But truly, your body is not going anywhere – it is only your “mind” that is journeying. In your perfect life, you would never know it was all being simulated by a machine. If you accept the deal to live your perfect life, you can never “return” to the world you currently experience. Once everyone has filled out the survey and understands the deal, offer it to each student individually. This is best accomplished game show host style, with as much cheese, pomp, circumstance and “Come on down!” you can muster. Preferably, read aloud some of each child’s response, or let them read parts aloud they’d like to share. Present them with the question, “Deal or no deal?” Students who accept the deal will be placed together on one team, and those who reject the deal will be another team. If the teams are very uneven, you can either move a few kids around, or just join the team with less advantage. Once the teams are set, each group must come up with three reasons why they think the opposing team made a bad decision. Arguments are heard from both sides and then groups must address these points with (three) counterarguments. A judge Potential Modifiers: The “Perfect Life” survey could be modified to suit the tastes of your students. If you’re still working on team building skills, you could have groups self-assign a name and decorate a sign indicating their choice. Also, depending on how much time you had, you could turn the “My Perfect Life” portion into a project. Students could make a collage in PowerPoint by gathering images and things from the internet, or using magazines and glue if computers are not available. Putting more emphasis on this facet of the activity could lead to some great discussions on concepts like utopias and perfection. Important Notes: The wily rebel types will try to outsmart this thought experiment. Explain from the outset there will be no outsmarting the experience machine, so don’t even try building such anarchy into your personal utopia! Enthusiasm of the game show host is a huge help in keeping up the interest and energy in this game. Feel free to dress the part, borrow a microphone, make some decorations, use a theme song, etc. Disclaimer: The “My Perfect Life” survey is not meant to circumscribe the whole of human experience; rather, it’s primary purpose is to get the kids thinking about some details that would be included in their perfect lives. There are definitely elements that could be added or subtracted. Some Potential Prompts: The students really are the ones who come up with the prompts here, but you can help steer them while they are brainstorming arguments. They generally raise questions about: The concept of perfect (especially how it might change over time even for the same person) Reality – what is it? Where is it? Happiness – how is it achieved? Is there anything more important in life than this? What does this game have to do with philosophy? APPENDIX ________________________________________________ “My Perfect Life” Name: __________________ ________________________________________________ 1. Do you want to get married or be single? Any particular person you want as a spouse? Continued on back ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ 2. What kind of job would you want? Or would you rather not have to work? 3. Do you want to be super rich, rich, middle class, or poor? ________________________________________________ ________________________________________________ ________________________________________________ 4. Do you want children? How many? 5. Do you want pets? How may and what kind? 6. What would you like to do in your free time? 7. Where in the world would you want to live? Do you want a house or apartment? (It’s okay to have homes in more than one place if you want – it’s your perfect life!) 8. What other kinds of things would you like to own (for example: boat, cars, helicopters, football teams, stadiums, etc.)? 9. Do you want to have a lot of friends or just a few? How often do you get to hang out with them? Your Notes: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ Potential Modifiers: The size of the running field, the number of stations, amount of laps they must run in between answering questions. The content of the cards could easily be altered. The game could end in the manner mentioned above, or could continue until n number of students completes it, or n number of cards have been filled out, or until they’re all too tired to keep going. If desired, prizes could be awarded to top finishers. “The Ring of Gyges” (Some) Relevant Philosophical Topics: morality, human nature, egoism and altruism Rules: This game is simultaneously simple and complicated. It is named both for the dialogue by Plato (The Republic) and the physical circular park where my kids typically play. First, set up a track or running field (circular is best, but other shapes are also fine). It should take a student approximately 30 seconds to run a loop all the way around it one time. Set up 5 stations relatively close to each other in one area of the field. Each station will have a stack of cards (enough for each student to get one) with the same question on it (see Appendix), a writing utensil and some sort of hard writing surface. Students run one lap around the circle, then choose a station at which to stop and answer the question on the card. Students should find an unoccupied station so there are not multiple kids answering the same question at the same time. Obviously, if you have more than 5 students in your group, you might not be able to enforce this unless you set up some sort of queue. Students should not answer the same question more than once. There are multiple ways to end this game. I usually time it and they keep playing until the time runs out, or they finish – whichever comes first. Important Notes: In order to preserve anonymity, students should not write their names on their cards. This helps to ensure honest answers, although of course cannot guarantee them. The running in this game is of course not essential to the philosophy, but it accomplishes several goals: it helps students burn off energy and get their blood flowing – both of which contribute to a better postgame discussion; also, because the game feels like a race, students don’t typically spend too long answering each card, which can result in more honest answers and prevent the kids from trying to come up with the most pleasing or acceptable response. Some Potential Prompts: 1. Debrief Card #1: Would anyone keep it all to himself/herself? What if I gave it to you outside of class? Like, no one would have found out if you didn’t share? Why would you make these choices? What’s different between asking in front of other students and asking when you’re alone? What would happen if you didn’t share any? Would there be consequences? If there were no consequences, how would this change things? 2. Debrief Card #2: Would you tell anyone if you won $1 million in the lottery? Who/Why/why not? What would happen if you didn’t share any? Would there be consequences? If there were no consequences, how would this change things? Do you think some people behave the “right” way just because they’re afraid of punishment? And if there were no punishment they would behave badly? 3. Debrief Card #3: Does it feel good to do favors for other people? Is that the reason you think we do them? Does it still feel good even when no one knows you were the one who did it? Would that change whether you answered the same again next time? If there were no law proclaiming it is illegal to commit murder, would you be more or less likely to kill someone else? Do you think murder rates overall would increase, decrease, or stay the same? 6. Conclusion Are people “good” because of fear of other people seeing them misbehave? Or would we still be good if we were invisible? Are people “good” because the law/rules tell them how to be good? If there were no laws/rules, would things be different? APPENDIX Card #1: The teacher gives you 20 pieces of candy to distribute to Philosophy Club members however you want. How many would you give to each person (including yourself)? Make sure it adds up to 20! Ja’Sean – Maleek – Aveanna – Asa – Pierce – Continued on back 4. Debrief Card #4: Good things? Evil things? Without the fear of getting caught, would you behave differently than you would in everyday life? Do you think most people would? 5. Debrief Card #5: What did you say? Who would you kill? Why? Would you still try to have the same person killed if there was no guarantee of safety from consequences? Card #2: Imagine you have the temporary ability to be invisible. Everything you touch is also invisible. List 3 things you would use your powers for: 1. 2. 3. Card #3: You just won $1 million in the lottery. What do you do with your winnings? (Circle ONE of the four answers for EACH option.) -Keep it/spend it all on yourself (circle one): all most some none -Donate it to charity (circle one): all most some none -Give to family (circle one): all most some none -Give to friends (circle one): all most some none Card #4: Suppose you were given a one time opportunity to have one person of your choice killed with a guarantee that you’d never get caught. Would you take it? Card #5: Suppose you had the opportunity to do someone else a huge favor, but you would never get credit for it. Would you do it anyway? Your Notes: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ There are 2 rounds, so each student gets a single turn in each round. During his/her turn, a student may choose to either (1) do nothing or (2) put any number of pieces of candy in the buyback bowl. By the end of the two rounds, the predetermined buyback number given by the teacher must be achieved. If it is, each student may keep any remaining pieces of candy he/she has. If it is not, all students must return all remaining candy back to the teacher. Potential Modifiers: Altering the number of buyback pieces, depending on what outcome you wish to see/what sort of conversation you hope to spark (e.g. asking for 29 or 31 pieces rather than 30 changes even divisibility in a group of 5; asking for 75% will result in dramatically different behaviors than asking for just 25%, etc.); Altering the types of candy given to each child (e.g. designating one kid with the “dud” cup of candy that has a more undesirable collection; giving the kid with the braces only chewy candy, etc.). Important Notes: Students may not trade candy before/during the game, but are welcome to make deals with each other for what might happen afterwards. This game can be played multiple times with the same group of kids and different outcomes/discussions can follow. Because of its repeatability, it’s important that the teacher doesn’t cave in and throw a few extra pieces to kids who gave a lot away during the game to “even things out” because it changes the stakes the next time. They will remember! ________________________________________________ “The Candy Game” (Some) Relevant Philosophical Topics: fairness, equality, consequentialism, utilitarianism, hedonism, cooperation& mutual aid Rules: Children sit in a circle around a table or on the floor. Each child receives ten pieces of candy from the teacher. A bowl is placed in the center of the group. The teacher predetermines an amount of “buyback” candy. 60% of the total is a decent default option, although this amount could be tweaked in numerous ways. Some Potential Prompts: Was it a fair game? Why or why not? Are fairness and equality the same thing? In this case? In all cases? What factors did you base your decision on? Which are the most important? Why? Would you do anything different if we played again? What does this game have to do with philosophy? Your Notes: ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ “Hangwoman” (Some) Relevant Philosophical Topics: feminism, oppression, social experimentation Rules: This is straight up hangman with a twist. Choose any old words for the kids to guess (although obscure philosophy words/philosophers whom they do not know of are best). Instead of having teams, or individuals against each other, tell them it is all of them vs. you (the teacher). Start with anyone, then go around the room until everyone gets a turn, repeating in the same order until the game is finished. When boys guess a letter, be honest about whether it is correct or incorrect. If correct, fill in the letters normally. If incorrect, start building the hangman but do not write incorrect letters up on the board. When a girl guesses a letter, tell her she is incorrect no matter what. Continue to build the hangman. Potential Modifiers: None that I have ever tried, but I suppose they exist. You could get one of the boys “in” on it ahead of time to see if he can steer the dynamics in an interesting way. Sometimes a (candy) reward is offered to the winner of each round to keep motivation high. Important Notes: The teacher must be able to keep a straight face to pull this game off successfully. The kids will realize there is cheating going on pretty early into the game, and if the teacher lets on that they’re right, the game won’t get to proceed to an interesting place. I have played this game both with fantastic success and quasi-failure. When successful, the boys will actually figure out what’s going on and implicitly “help” the teacher – telling the girls they are crazy and wrong – that they never said the letter “S”. Keep this game moving at a quick pace – don’t let them focus too much on the cheating that’s happening. Some Potential Prompts: (To the girls) How did this game make you feel? Why? (To the boys) How did this game make you feel? Why? Did anyone want to give up at any point? Why? What might eventually happen if we continued to play this game over and over again for the rest of your time at SMPA? What if you had to play it for the rest of your life? What strategies would you utilize in teaching your children how to play the game someday? Can you relate [the kinds of outcomes in the game] to anything you have seen at home or read about at school? What does this game have to do with philosophy? Your Notes: ____________________________________________________ ____________________________________________________ ____________________________________________________ Rules: Line the kids up to have a footrace. Race #1: Straight up on your mark, get set, go. Keep track of who comes in first, second, third, etc. Races #2-n: Modify the race to try to get everyone to cross the finish line at the same time. You can provide obstacles for the faster kids (run backwards, with eyes closed, crabwalk, etc.) or just give the slower ones a head start (by time or by distance, or both). Play until they’re all too out of breath to squirm around (during discussion). Follow with a discussion on affirmative action. Depending on the group, this may require some teaching, but they’ll want to sit still, so this is okay. ____________________________________________________ ____________________________________________________ ____________________________________________________ Potential Modifiers: Ways to slow down some kids, speed up others. Be obvious about focusing “helping” on girls or students of color that are slower. ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ Important Notes: The kids actually really enjoy this game, but it can get a little touchy if you are uncomfortable with issues of race. Most children are naturally competitive enough to want to win without external motivation, but candy or other prizes could be offered to the winner(s). ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ “The Race Race” *Note: portions of this game were adapted from an activity previously described by Ben Wasserman (CUNY) at the 2011 Engaging Philosophy Conference at Mt. Holyoke College. (Some) Relevant Philosophical Topics: affirmative action, race, gender, capitalism Some Potential Prompts: What do you think I was trying to do in the races? What was my goal? Why would I want to achieve that result? Is this a good thing, or a bad thing? Does everyone deserve a turn to win? Do people always get what they deserve? What kinds of things help a person become fast and win a race like this? (list them on the board, then discuss which we’re sort of stuck with from birth/circumstance/etc. and which can be modified over time – this will actually become more of a Venn Diagram if the kids are open-minded, which is also an interesting discussion) What does this game have to do with philosophy? Your Notes: ____________________________________________________ giving them a sort of relaxing, celebratory class while not simultaneously losing an entire week of philosophical discourse. The dessert/food is distributed first, and then discussion happens while the students are snacking. ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ Potential Modifiers: You could either tackle the whole of desserts at the same time, or choose a singular theme (e.g. cookies, cakes, chips, etc.). Alternatively, you could also scrap the whole dessert idea altogether and use a completely different sort of food product (or toy product, or whatever). ____________________________________________________ ____________________________________________________ Important Notes: This will quickly become the favorite philosophy “game” ever – students will make requests for it frequently! ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ Some Potential Prompts: What is dessert? What kinds of qualities does something need to have in order to be considered a dessert? When must something be eaten in order for it to be considered a dessert? Is dessert a good thing or a bad thing? Can something that is considered unhealthy/bad nonetheless be beneficial/good? Why do we have dessert? Do you think desserts are the same around the world? What kinds of things do you think an American dessert would have in common with a Chinese dessert? ____________________________________________________ Dessert! (Some) Relevant Philosophical Topics: dessert, essential qualities Rules: At the end of each term, my students always ask if we can have a party. This activity/discussion was my compromise on Your Notes: ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________ ____________________________________________________