About
Teach with The Junction
One screen at the front runs the game. Everyone else votes from a phone. Nobody’s vote is shown.
What a group practises
- Saying a rule before a hard call, and seeing whether the call kept it.
- Telling apart what changed in a case from what only looks different.
- Hearing the strongest reason for the choice they did not make.
- Disagreeing about a decision without marking anyone wrong.
What you need
- A screen everyone can see, with the game open in a browser.
- A phone for each person, or one between two.
- About twenty-five minutes for the class set. A whole journey takes longer.
Run a session
- Open the game’s menu on the big screen and choose “Run a live room”.
- Pick the class set, which takes calls from all nine journeys, or pick one journey.
- People scan the code on the screen with a phone to join.
- Read each line of the story aloud, then let the room vote.
- The screen shows the count as votes come in, then how the room split.
- At the end it shows how the room decides as a whole.
The room stays open for the phones for twelve hours.
Questions to ask after a call
- Who changed their answer from the last call, and what changed it?
- What would the people on the other side of this choice say to you?
- Is there a rule you would be willing to have applied to yourself?
- What fact, if it were different, would change your answer?
What the game will not do
Nothing is scored, and no answer is marked right. The game shows what each choice costs and who pays.
It gives no grade for a person or a group. What a session is worth is the talk after each call.
What has not been measured
Nobody has yet measured what a group learns from a session. This page makes no claim about results.
Play The Junction Free. No account. It runs in your browser.
More about the game: About The Junction