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Action with Youth - HIV/AIDS and STD: A Training Manual for Young People
Appendix I: Techniques for educational activities
Techniques are methods of working with a group. You will find
here guidelines for the techniques that have been used in the activities
described above:
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Group discussion |
A story with a gap | |
Brainstorming |
Quiz | |
Role play |
Values voting | |
Use of pictures and |
Case study | |
photographs |
Fables and story telling | |
Picture code |
Use of video |
These techniques can be used in many ways. Consider how you and
the youth group can adapt the ideas presented for use in your own culture and
situation.
Group discussion
Discussion enables people to think about and then express their
opinions on an issue. Listening to others may broaden or change their opinions
and eventually help them to clarify their ideas, attitudes, values and
behaviour. In some cases, debating issues helps individuals to face conflicts
and to reach consensus.
As discussion leader, you have to ensure that everyone gets a
chance to speak and feels able to contribute. A group of six to ten people is
ideal.
If, for certain activities, you divide your whole group in small
discussion groups, it is useful to elect one member to report on the main points
of the discussion to the whole group.
Brainstorming
A brainstorming session is a spontaneous group discussion to
produce ideas and ways of solving problems. Brainstorming is a good way of
involving the whole group and allowing them to think freely about a certain
subject. Provide the group with just one question or one word. For example:
How can we help people with AIDS? or safer sex. Everyone
has a chance to call out his/her ideas. Write all the ideas down without
comment. Then look at the list and clarify common opinions, identify priorities
and set common goals. There may be areas you need to discuss before deciding on
further action.
Be sure that you write down everyones ideas, although you
may need clarification if you dont understand the point being made. If
someone has plucked up the courage to make a suggestion, it is important that it
is added to the list, otherwise that person may not speak again and may feel
rejected by the group and by the group leader. Everyones opinions are
valuable and can be used in discussion later on.
Role play
Role playing involves presenting small, spontaneous plays, which
describe possible real-life situations. Ideas for role plays might come from
young people in your group. Be careful, however, not to portray a real-life
situation which could be identified as that of someone from the group or local
community.
In role play we take on someone elses character. This is
less intimidating than having to express our own ideas and emotions. A situation
or problem is given to the group and volunteers take on the roles of the people
involved. What they say to each other should be agreed only roughly beforehand.
Role play needs no rehearsals or written script and, thus, no literacy skills at
all. A role play never lasts long: five minutes is OK. The action evolves as the
play goes along. Body language can often be as important as words! The other
members of the group watch carefully.
The discussion after the play is an important part of the
activity. It is aimed at analysing what has been heard and seen. The sort of
questions asked after a role play are: How do you feel?, Were
you happy with the way things turned out?, What could be have been
done to solve the problem?
We can learn about our own behaviour through role play, and how
our behaviour can contribute to the problems we experience. Role play is also
useful to practise situations before you meet them in real life. For example,
you may want to practise going to a pharmacist and asking for a packet of
condoms or talking to your partner about how to use a condom. This preparation
will help provide the skills young people may need in real life.
It is important at the end of the role play to
de-role, that is, to stop pretending to be somebody else and return
to reality. Give the players a chance to express their feelings about the
characters and situations they acted out. All the players should remove any
special symbols they used to play their characters. It may be necessary to have
everyone change seats and say their real names. Do not underestimate the need
for this.
Use of pictures and photographs
Pictures and photographs can be used in several ways. They are
useful to draw peoples attention to a topic, to start discussions and
stimulate group participation, to help people remember what you are presenting
and to illustrate a point you want to make. You can use pictures/photographs as
part of a game such as the memory game to illustrate how AIDS is and
is not spread.
Two techniques that use pictures are the picture code and the
story with a gap.
A picture code is a poster-sized illustration, which
presents a familiar problem about which a group may have strong feelings. A
picture code is different from a poster: a poster always poses the solution, a
picture code always poses the problem. A picture code is used at the beginning
of a problem-solving session to focus the attention of the group on a familiar
problem.
After the picture code is placed in a position where it can be
seen clearly seen by all members of the group, guide the group through a series
of questions. First, ask them to describe what is happening, then let the group
analyse the situation (Why is it happening? What problems does this lead to?).
Finally, ask for possible solutions to the situation. At the end of the
discussion, summarize what has been said.
The story with a gap is a method where two pictures are
used to stimulate discussion about possible events that have caused a problem.
One picture shows the problem, e.g., a sugar daddy in an expensive
car calling to a young girl outside a night club. The second picture shows the
after scene, e.g., the same young girl being comforted by a friend.
(The pictures are shown on page 138.) Ask the group to describe what they can
see in the first picture. Then display the second picture and ask the group to
suggest what may have occurred between the two scenes. In other words, the group
is filling the gap with a story of their interpretation.
You can find pictures and photographs in magazines and
newspapers, or the youth group can draw their own pictures as part of a group
activity.
When selecting pictures and photographs to use as part of a
presentation, activity or project, they should:
show local situations and people who look and dress
like local people; focus on one main idea to avoid confusion; be large
enough for your group to see easily; and be clear enough to be easily
understood.
It will be important to pre-test any pictures you plan to use
for your project.
See Appendix II: Guidelines for pre-testing health
educational materials.
Quiz
Competitions, such as a quiz, are appropriate techniques for
groups of young people. A quiz can be used as a way to test the knowledge of the
participants on certain issues, although it should not be presented as an exam
that they can pass or fail. It offers an opportunity for the facilitator to fill
in areas where there is a lack of knowledge. If you create a questionnaire
yourself, make sure that no discussion is possible about whether the answer is
false or correct. In other words, the questions or statements to be considered
should provide objective information and not subjective ideas. The questions can
be based on queries arising from focus-group discussions.
Values voting
Values voting is a method to explore the range of values and
attitudes that exists in a group relating to a sensitive issue.
The participants are asked to respond to a controversial
statement. This can be done by putting up vote labels, for example,
green for agreement, purple for agree with reservations,
red for disagreement, yellow for undecided. Another
method is to place large pieces of paper with these texts in four corners of the
room, read out a statement and ask participants to go to the corresponding
corner. Each voting session is followed by a discussion. You might
also consider a second vote in which participants can change their minds.
Case study
A case study describes a situation or problem that a group has
to solve. Case studies can be designed to give people information, help them to
consider their attitudes and values, or discuss the skills they might need to
deal with the problem. They can be very simple stories which ask the group to
think of strategies that they might use to solve a problem. For example:
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Fernando died of AIDS recently. No one will go near his wife and
children and some people are suggesting they should be made to leave the
village. What should be done to help Fernandos family and the village?
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Or they can be much longer and have more characters that face
difficult problems or situations. Remember that your group may have difficulty
in reading, in which case you should read the case study to them very slowly.
Dont make it so complicated that they forget who did what, when and how.
It is a good idea to go over the main points to make sure everyone has
understood.
An open-ended story
An open-ended story is a short story, which stops at a point of
decision. The story should present a real-life situation in the community and
should deal with peoples emotions, beliefs and attitudes. The participants
are asked to make up the end of the story. The objective is to provoke
discussion about a common problem, and to encourage the group first to identify
the problem and then to come up with possible solutions.
Fables and storytelling
Fables are stories that have been told to explain how people can
put themselves in danger by acting in a certain way. Animals often represent the
characters in a fable and, therefore, allow people to learn from the messages
contained within them and yet not feel they are being personally blamed. The
stories can be developed to contain health messages about AIDS and can be
followed by discussion of the lessons learnt. An existing fable can be told in
its entirety, and then the first question can be:
This is a very old story and yet it has messages for us
even today. What do you think it can tell us about AIDS and the effect it will
have on our community?
Having got people to think about what the fable means in terms
of AIDS, have them think about what they can do to change things for the better.
Storytelling is a traditional method of providing information
and discussion topics. It can be made to fit a particular culture and, as it
only takes one person to tell the story, it is also cost effective. The same
situations that were developed for your role plays, dramas and puppet shows can
be used for developing a story.
Use of traditional people and figures from your cultures
storytelling tradition can add to the effectiveness of the story. In Zambia, for
example, they use a rabbit called Kalulu, who is famous for wisdom in their
folklore, to give information about AIDS.
Use of videos
Videos, if they are available and if you have the necessary
material, are a useful way of promoting discussion. They should not be used as a
teaching session in themselves. Leaving a group of young people in front of a
video and then allowing no time for discussion does not allow them to work out
how they feel about what they have seen or what they have learnt. The choice of
video for the session is very important. Teaching videos (those which give facts
and information rather than telling a story) can be taken in small sections:
stop the video regularly to check whether the group has understood. Discuss the
information as you go along. A storytelling video has more impact when people
can see the story straight through and then discuss it afterwards. But you must
watch the video before you show it to your group. Prepare some topics for
discussion and think about which questions you are likely to be asked.
Before starting the activity, make sure that the equipment
works, that everybody can see the screen from where they are sitting and that
everyone can hear the sound. Check if you can easily stop and start the video
player.
 Picture A
 Picture
B
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