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Privilege is an adaptation of the classic snakes and ladders game, which aims to foster students
understanding of the privileges and disadvantages associated with cultural capital. The resource is
informed by Bourdieus sociological theories of social reproduction, the habitus and cultural capital
(Bourdieu, 1977; Bourdieu and Passeron, 1990; Harker, Mahar & Wilkes, 1990). To be successful
in society, and maintain a position of power, one must possess cultural capital (Webb, Schirato &
Danaher, 2002, p. 23). Inequality arises out of the privileges bestowed upon the powerful, and the
We have designed this resource so that the gameplays nature itself illustrates this inequality. The
aim of the game is to earn the most privilege tokens. Each player will start with a different number
of tokens (two, four, six or eight) to demonstrate the inequality occurring from birth associated with
cultural capital. Privilege tokens may be won by answering the questions on the cards.The questions
are varied, ranging from multiple choice to discussion, with some relating to our KLAs (English,
ESL, Japanese and business studies). Students may assist each other with the questions and search
for them on the internet. Some questions are basic KLA related knowledge, indicating that having
capital sometimes means having the right kind of knowledge. Other questions are designed to get
students thinking about how cultural capital operates within the schooling context, and greater
society, without their knowledge of it, and have them consider their own position with it. To go up
the ladders, or prevent going down the snakes, a player must pay tokens, thus indicating that
possession of cultural capital may help one to succeed, or save them from strife. The first player to
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Madina Akram 16732474; Serena Gao 18389050; Yuki Ma 18294835; Zoe-Lee Fuller 16343229
finish will gain five tokens, however, the player who finishes with the most tokens wins, signifying
that that the most successful and privileged people in society are those who possess cultural capital.
Peer-assisted learning informs our gameplay, for students are encouraged to discuss questions
with each other and help one other find answers. We have chosen this as one of our pedagogical
strategies because peer-assisted learning is one of the most highly effective pedagogies used in the
classroom (Topping, 2001). There is much emphasis on the importance of social interaction in the
learning process (Piaget, 1928; Vygotsky, 1978; Rohrbeck, Ginsburg-Block, Fantuzzo & Miller,
2003). Social interaction helps to stimulate cognitive development and helps to develop task
orientation, persistence and motivation to achieve (Rohrbeck et al., 2003, p. 242). Peer-assisted
learning strategies (PALS) consider these, and various studies document its effectiveness. Students
in PALS classrooms made far more significant progress than students in non-PALS classrooms,
regardless of prior achievement level or whether they had disability (Fuchs, Fuchs, Mathes &
Simmons, 1997; Fuchs, Fuchs & Karns, 2001). PALS were also found to be effective in
encouraging positive learning behavior, such as on task behavior (Ginsburg-Block, Rorhbeck &
Fantuzzo, 2006).
Our game also employs discovery learning, which is a useful strategy, as students are more likely
to retain knowledge when it is gained through their own mental efforts, rather than from passive
reading or listening (Bok, 2006, p. 48-49). One study found that discovery learning can benefit
learners as long as it assisted with feedback, worked examples, scaffolding and elicited
explanations, and that older learners benefitted more younger learners (Alfieri, Brooks & Aldrich,
2011). Our resource is intended to be used with the guidance of an informed teacher, who should
give feedback and further explanation following gameplay. However, some limitations of the game
are that it does not consider scaffolding, and due to the critical thinking required by the questions, it
is too advanced for stage four students and possibly even some stage five students.
References
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Madina Akram 16732474; Serena Gao 18389050; Yuki Ma 18294835; Zoe-Lee Fuller 16343229
Alfieri, L., Brooks, P.J., & Aldrich, N.J. (2011). Does discovery-based instruction enhance learning?
Bok, D. (2006). Our underachieving colleges: A candid look at how much students
learn and why they should be learning more. Princeton, NJ: Princeton
University Press.
Fuchs, D., Fuchs, L.S., Mathes, P.G. & Simmons, D.C. (1997). Peer-assisted learning strategies:
Fuchs, L.S., Fuchs, D. & Karns, K. (2001). Enhancing kindergartners mathematical development:
101(5), 495-510.
Ginsburg-Block, M.D., Rohrbeck, C.A., Fantuzzo, J.W. (2006). A meta-analytic review of social,
Harker, R., Mahar, C. and Wilkes, C. (1990). An introduction to the work of Pierre
Piaget, J. (1928). Judgment and reasoning in the child. Paterson, New Jersey: Littlefield.
Rohrbeck, C.A., Ginsburg-Block, M.D., Fantuzzo, J.W. & Miller, T.R. (2003). Peer-assisted
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Madina Akram 16732474; Serena Gao 18389050; Yuki Ma 18294835; Zoe-Lee Fuller 16343229
Topping, K.J. (2001). The effectiveness of peer tutoring in further and higher education: a typology
Webb, J., Schirato, T., & Danaher, G. (2002). Understanding Bourdieu. London, GBR: SAGE