The aim of this module is to help students share their experiences about everyday objects as information about their users/owners. It also encourages them to use the artefacts in creative ways.
The learning outcomes may include:
students link objects to actions and satisfaction of some human needs: from hunger to play
students assign objects to professions, leisure activities, interests and passions, cultures
students construct stories about characters who interact based on the contents of theirbags
students generate unusual ideas about the potential uses or functions of objects
There are several uses of the rucksacks full of different artefacts.
One is to ask students to create two characters who own them, decide on the place where they meet and start a story or improvisation. Another one is to ask two students to choose a bag without telling the rest of the group. When they interact they cannot directly name the objects so the others have to guess which character has which set of objects mentioned in the conversation.
Still another way of working in this module may be to mime diverse ways of using the objects and have the audience guess. Students may also create their own contents for specific characters to share their insights about risks of being labeled. For example they may present artefacts found on internet like glucometer for somebody with diabetes, a book in brail, a vague religious object etc. Again the reflection is about developing critical thinking and helping students find cause and effect relationships in human interaction, discovering how stereotypes operate in making judgements about people etc.