'Make it Happen': developing self-awareness, purpose and intellect in school-children

Designed and piloted by the Transformation and Research Unit (Urban Renewal Commission)
Dr. Desiree C. T. Cox (Director, Transformation and Research Unit , Urban Renewal Commission)
Jewel Major (Community Development)
Lynda Moxey-Brown (Public Relations)
Rev Oswald Poitier (Spiritual Transformation)
Ria Treco (Researcher)

'Make it happen!' is a community transformation
initiative for teachers, students and schools. The purpose
of this game is to inspire transformation through a holistic
approach to education which actively develops character
and intellect in school-children.


The 'Make it Happen' game helps children to develop self-
awareness intellect, character and personal responsibility
for themselves and their lives. The 'Make it Happen' game
will also help children to develop leadership skills as well
as the critical-thinking skills necessary to make powerful
choices and success intheir academic and extra-curricular
endeavours and empower them to be unstoppable in manifesting
new possibilities for themselves, their communities and their
country.

The 'Make it Happen' game was designed by the Transformation
and Research Unit (TRU) of the Urban Renewal Commission.
The design-team lead by Dr Desiree C. T. Cox (Director of the
Transformation and Research Unit) was also comprised of Ms.
Jewel Major and Ms Ria Treco. The 'Make it Happen' game will
first be piloted in the E. P. Roberts school. Our partners in piloting
this community transformation initiative are the Ministry of Education,
the teachers, staff and students of the E. P. Roberts school, and the
Englerston Urban Renewal Task Force.

Aims of the 'Make it Happen' game for children

The 'Make it Happen' game trains school-children to:

Aims of the 'Make it Happen' game for teachers and schools

The 'Make it Happen' game helps teachers to:

Aims of the 'Make it Happen' game for local communities and the Bahamas

The 'Make it Happen' game transforms local communities, regions and countries through the individual transformation of children, their families, and the communities where they live and learn. The game also encourages school children to:

How does the 'Make it Happen' game work ?

The game runs for a school term 12 (twelve) weeks.

The game involves the entire school, that is, all teachers, administrative staff and students of the school.

Step 1: Setting up the game with teachers, staff and students of the school.
During this phase the members of the Transformation and Research Unit (or any team running the game) will meet first with all of the teachers and staff of the school to explain the rules of the game (see 'Rules of the Game' mentioned below) and to inspire the teachers and administrative staff of the school to commit to transforming as aspect of their life and their teaching during the course of the 12 (twelve weeks) during which the game is played.

These initial sessions will also be devoted to dealing with any issues regarding rules to the game, and possible exceptions to the rules and scheduling. These initial sessions with teachers and staff will be followed by 'setting up' sessions with the students at each grade level of the school. 'Setting-up' sessions should be conducted in groups. (In other words, 'Setting-up' sessions with teachers should be conducted in the staff room with all teachers assembled together in order to encourage a sense of community, camaraderie amongst the staff. Similarly with the students e.g. sessions with all grade-one level students as a group, etc).

Step 2: Preparing for events.
The game involves school-children participating in community-based events such as tree-planting, community clean-up campaigns, story-telling, poetry-reading and oration, and painting then homes of old-age citizens. The school-children win points depending on their level of participation in the game and depending on number of people they enrol in helping them develop their community. School-children and teachers of the school should be informed well in advance to give their parents and friends an opportunity to participate in the events of the game.

Step 3: Weekly coaching sessions for teacher and staff.
Self-awareness, self-confidence, critical thinking skills and an ability to be unstoppable in creating new possibilities are the skills which will be developed through coaching during the 12 (twelve) weeks of the game. Coaching sessions for teachers will be lead by a special team comprised of members of the Transformation and Research Unit (Urban Renewal Commission) and experts in emotional intelligence, specific areas of education and culture. Sessions will train teacher who will then be able to train themselves and coach each in their individual self-transformation and during the course of the game. By the end of the game these teacher will have improved their own emotional and self awareness, and will be able to impart their knowledge to their colleague, their families and friends.

Step 4: Weekly coaching sessions for school-children.
During the course of the game, these teachers will be coach the school-children. Typically the team will consist of children in their class. Members of the Transformation and Research Unit will interact with students in large groups at each grade level to help them develop critical-thinking skills, be more self-awareness and develop confidence in themselves and their innate abilities. The coaches will be able to reflect the students patterns and behaviours in relation to the game and point out other life lessons to students, and show how their behaviour in relation to the game is actually an indication of how they are everywhere in the life. Moreover, the game will allow teachers to support children in transforming their behaviour through play (i.e. through the game). Teachers will be present at all group coaching sessions with students.

RULES OF THE GAME The game works best when the entire school (all teachers, administrative staff, and school-children) participates in the game. This also serves as a life lesson. The 'Make it Happen' game played by the teachers and administrative staff is (with a few minor exceptions) the same as the game played by the teacher. The teacher's 'Make it Happen' game, and the children's game will run concurrently. However, the teacher's game is lagged ahead of the children's game so that they can best assist the school-children in transforming themselves and their communities.

Teacher's 'Make it Happen' game.
There are three (3) parts to the teacher's game: i) Personal game, ii) 'Secret Buddy', and iii) Team mate. i) Personal game: Each teacher will be given an opportunity to choose a personal goal ('a personal at stake) they wish to accomplish in their lives during the game. This goal or 'personal at-stake' must be publicly declared at the beginning of the game. It should also be measurable. ii) Secret buddy: Each teacher will be assigned a 'Secret buddy' by the Transformation and Research Unit. The role of the 'Secret Buddy' is to encourage and inspire their secret partner and give 'positive energy' to their secret partner throughout the duration of the game. The identity of the secret buddy will be revealed at the end of the game. This is an opportunity to 'Do unto others as you would have them do unto you'. iii) Team mate: Each teacher will be assigned a 'team mate'. The role of the 'team mate' is one of accountability.

The job of the team-mate is to be an unshakeable stand for the greatness of his/her team-mate. However, each individual is accountable to him/herself. This is an opportunity to sharpen listening skills, to have the courage to be truthful with others, and ultimately for each individual to have the courage to be true to himself or herself. This is critical as transformation of one's world begins with one's self. Prizes will be awarded at the end of the game for the best 'team mate', the best 'secret' buddy and the most outstanding achievement in the area of person goals.

School-children's 'Make it Happen' game.
There are two (2) parts to the school-children's game i) 'Make it happen' and, ii) 'I can do it'

i) 'Make it happen': Each child has the opportunity to win points at the 'Make it Happen' events. There are two types of points a) Action points, and b) Friend points. The child who wins the most Action points at each grade level will win a prize equivalent to the value of the points won at each level. The child who wins the most Friend points at each grade level will win a prize based on the number of point won. In other words there will be two winners for the grade one level (1 Action Point winner and one Friend point winner), two winners for the grade two level (1 Action point winner and one Friend point winner) and so on.

ii) 'I can do it': Each child will have the opportunity to choose a personal goal he or she would like to accomplish in his/her life during the game. The main aim here is for each individual child to realise his/her potential. Points will also be awarded for homework grades in academic work during the month of November. (3 points will be awarded for a grade A, 2 points for grade B, and 1 point for grade C). Students should also be coached to select 'I can do it' goals that challenge them, not goals they already know they can achieve or might have achieved in the absence of the game. Bonus points towards the 'Make it Happen' part of the game will be awarded for outstanding achievements in this area.

How to score points ?
There are two types of points 'Action' points and 'Friend' points. The 'Action' point system demonstrates ability to 'cause' or create something from nothing by being in action. The number of points allotted for each action is based on market value of that action. Each action point is worth $10. (Eg If a person normally earns $1 by returning a bottle to the recycling plant then a school-child playing the 'Make it Happen' game would have to clear 10 bottles to earn 1 point). 'Action' points are therefore intended to a) reward action, and b) make school-children aware of the cost of their actions. The 'Friend' point system demonstrates ability to enrol others (friends, family, community members etc) in a becoming involved in a particular cause. 'Friend' points are a measure of personal power, and show school-children the value of their own power.

HOW TO WIN THE GAME
Winning the game is only partly about scoring the most points. The greatest honour is to become a member of the 'Elite Club'. This group will be given prizes of access to international societies, to travelling abroad, and exposure to new worlds, courses and opportunities which further develop their leadership skills, self-awareness, self-confidence and emotional intelligence. Action Prizes

A prize will be awarded for the highest scorer of 'Action' points at each grade-level. Friend Prizes The person who scores the highest number of 'Friend' points at each grade-level will also wins a prize. 'I can do it' prizes Prizes will be given for the person who is most outstanding in their personal game the 'I can do it' part of the game. This includes a prize for the most outstanding academic achievement at each grade level. Elite Club prizes These are persons who have not only been high scorers of 'Action' points and 'Friend' points, but have also played the game in a manner which best exemplifies the aims of the games. In short these are persons who have noticeably transformed themselves during the course of the game. Their performance will be nationally recognised.

Prizes in this category will provide such persons with access and exposure to new worlds, international opportunities and travel.

DEVELOPMENT PHASES of the 'Make it Happen' game

PHASE 1: PILOT OF THE 'MAKE IT HAPPEN' GAME - September term 2004. This phase is currently underway. It includes follow-up and focus group at the E. P. Roberts school (Englerston) during the winter and summer terms of 2004.

PHASE 2: PREPARATION AND TRAINING IN 'EMOTIONAL INTELLIGENCE' FOR PARENTS, TEACHERS, TRAINERS FROM ALL SCHOOLS (Primary and Secondary, public and private, and special schools). This is the phase for which funding from the Lyford Cay Foundation is being requested.

PHASE 3: TRIAL OF THE 'MAKE IT HAPPEN' GAME -- September term 2005. During this phase of the process the 'Make it Happen' game will be played in a primary school (public or private). The game will be videoed. The video will be available for training purposes. The events scheduled in the 2004 pilot will be repeated in the 2005 game. All schools in the district will be connected to this process.

SCHEDULED EVENTS FOR THE 2004 PILOT OF THE 'MAKE IT HAPPEN' GAME

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