Joy C. Blanton, Lamar Elementary, Lamar, CO SSSH -- SUCCESSFUL, SIMPLE SIMULATION, HASSLE-FREE Appropriate for grade 5. OVERVIEW: This game has been successful in introducing conflict situations or comparative systems. SSSH has been especially good in introducing intermediate age students to the American Revolutionary War. It is non-threatening, emotionally charged with interaction by individuals and teams. By using the game the students will experience key concepts and terms, such as authority, value, laws, fairness and conflict. With adaptations, the game can be used for different subjects, different age levels and/or different objectives. PURPOSE: Knowledge is internalized. Throughout the year the experience of the game can be used as a reference point, such as "Do you remember how you felt when....?" The debriefing session is the KEY. Players communicate and explore who did what to whom, when and why. Anticipation of potential aggressive or inappropriate behavior can be easily dispelled. OBJECTIVES: Students will be able to: 1. Analyze their own behavior in a group in terms of cooperation and communication. 2. Compare interactions among groups and then relate to other social groups. 3. Discuss ways to resolve conflicts, establish control/ authority to meet needs. ACTIVITIES: Students have become accustomed to games, especially those of the traditional spelling bee. Divide the class into three groups or allow to select teams. You will place on the chalkboard or overhead projector the rules of a spelling bee. You, the teacher, will keep the score on the chalkboard or easily seen scoreboard. The spelling word list should be devised to allow a close scoring game, but a clear and unqualified winning team is needed. The time needed to complete the game is set to meet your needs, but the debriefing is critical and must take place immediately at the end of the game. For example, each member of a team will spell twice or the team with the highest score at the end of ten minutes. If you wish the time can be left unannounced and the teacher can stop the game when the "mood" is set. At the end of the first game allow the winning team to meet without being seen or heard by the other two teams. Their agenda is to establish the rules for the next spelling bee. The teacher will stay with the other two teams, discussing general subjects, but not the outcome of the game. When the winning team returns, place their rules on the chalkboard. Usually the team maintains fair rules. With a clean scoreboard, play another spelling bee. It is the duty of the teacher to have the same team win, but to not be obvious in achieving this situation. The winning team meets away from the other teams. This time when you ask them to establish the rules encourage them to set rules that would allow them to win again. Tell the other two team that they may not verbally complain to the winning team. However, the two team captains can write persuasive notes to the other team. (Persuasive, but not obscene.) Usually a student on one of the losing teams will start to grumble or wish to leave the game. This student will explain to fellow members that there is NO way to win. If this does not happen, ask a student to start the action. At this time the game is declared over and the students are reminded it was a game. Start the debriefing. It must happen now when emotions are at the summit. Make a list of actions, reactions, what was fair, what was unfair. Within a few minutes one or more students will begin to see similarities of the simulation to war. Few will exactly know the Revolutionary War so well that the simulation will be without value. RESOURCES/MATERIALS NEEDED: Students, list and chalkboard are needed if the game meets your needs. TYING IT ALL TOGETHER: This game is pliable to meet your needs and it is a fun learning experience. This game has worked for me and helped at least a thousand young people begin to understand America's fight to establish a new country and a new form of government.