oe Cpa VOLUME XVI, NUMBER 30 % INNOVATION ABSTRACTS PUBLISHED BY THE NATIONAL INSTITUTE FOR. STAFF AND. ORGANIZATIONAL DEVELOPMENT (NISOD), COLLEGE OF EDUCATION, THE UNIVERSITY OF TEXAS AT AUSTIN + WITH SUPPORT FROM THE W. K. KELLOGG FOUNDATION AND THE SID W. RICHARDSON FOUNDATION Teaching Empathy and Understanding With a Game It is difficult to teach students concepts in the affective domain. It is even more difficult to get students to examine their feelings and biases effectively. I struggle with this task each year in teaching beginning nursing students. These students have particular difficulty identifying with the elderly. The component of the course that deals with older patients is often met with reluctance, anxiety, and negative attitudes. Entering the clinical setting with these feelings typically results in a poor experience for the students and for the patients. It is obvious that for students to learn about and care effectively for older patients, they must think critically about their own attitudes and increase their understanding and empathy for the problems of the elderly. This year, we used a game to create an environ- ment for helping them accomplish these objectives. The Game The students “lived” the experiences of the elderly in this game. They started at the “identity table” where they were asked to select an age (older than 65), an occupation from which they have retired, a retirement lifestyle, and three personal possessions that they would like to take with them to a nursing home. To aid in the process of identifying with the elderly, students were given simulated deficits associated with aging: cotton placed in their ears simulated some degree of deafness; glasses with vaseline on the lens simulated cataracts; gloves with tongue depressors in one or two fingers simulated the stiffened joints of arthritis; shoelaces tied together produced the limited gait of arthritic hips; and pebbles placed in shoes provided the pain of walking with corns, bunions, or arthritic deformities. The game identified three functional levels of elder living: independent, assisted, and totally dependent; each level was located at a separate table. Each had a table operator who wore an identification badge, Game Overall Director (GOD). Operators were coached to display biases and discriminatory practices typical of those seen in society. At Table 1, a newly retired player might be discouraged from learning to drive a car by being told he is too old to learn that now. A player at Table 2 might have cash (three pennies) confiscated for safekeeping and told he is not capable of handling his own finances. At Table 3, a player might be tied into a chair and labeled senile. An income grid allowed players an opportunity to supplement their fixed income. The operator of this area was equally demeaning to the players, attempting to cheat them or involve them in questionable money-making schemes. At each table, players drew cards and proceeded through the game as the cards indicated. Some cards had positive consequences; however, the greatest number had negative consequences which caused the players to move from their independent healthy state to an eventual assisted, or total dependent state, with the loss of personal effects and income. Even their identities were threatened with nicknames such as “Pops,” “Honey,” and “Sweetie.” As totally dependent, they were left on bedpans for prolonged periods of time, fed baby food, and their requests and complaints were ignored, until finally the consequence of death, instead of invoking dread, actually became a relief that the struggle was over. The game was played for approximately one hour, then discussion allowed students to verbalize their feelings and observations. Students also were asked to critique the game for its value as a learning experience. Evaluation By altering students’ perspectives of the elderly, we had hoped that their attitudes would change and that the care they delivered to their aged clients would improve. After the game, students in the clinical setting did show greater patience, concern, and empathy for their elderly clients. The nursing home rotation was seen as an opportunity to interact with the elderly, instead of a dreaded requirement, and a few students expressed a desire to return to the nursing home for further clinical experiences. The utilization of this game as a teaching /learning tool allowed students the opportunity to experience the life of the elderly in a safe, reality-oriented environment. Stu- dents were able to explore their feelings and examine biases from a perspective designed to promote insights and understanding. The instructors worked to create an emotional and intellectual climate that was constructive and caring in order for students to freely participate and to be able to draw their own inferences and conclusions from the experience without fear of censure. THE NATIONAL INSTITUTE FOR STAFF AND ORGANIZATIONAL DEVELOPMENT (NISOD) Community College Leadership Program, Department of Educational Administration College of Education, The University of Texas at Austin, EDB 348, Austin. Texas 78712