Call and Echo with a Poison Beat
About:
Adding 'the poison beat' to the Call and Echo game makes it into discern and inhibit game. Students are going going going. This makes the game into knowing when to stop and inhibit a response. They have to pay attention to what is being played and discern 'go' or 'no go'.
Purpose of this lesson:
This is a chance for the leader of the caller to express their voice, their idea, their music. By echoing or repeating it this call back, the group gets to affirm the caller, and gets in experience and inhabit their call. This game can be used more for the expression of the caller or as a way to experientially teaching techniques.
Prerequisites:
Balloon Conductor
Call and Echo.
Students need to be able to echo beats and to play
clear phrases. With less experienced and develop
gorups, the rhythms can be simpler.
Talking Stick Round.
At times this game can evoke frustrations about
fairness.
Students need a workable format where they can name
and share their experience.
Directions:
Generally in our culture, and seems generally whit males their is a strong push for competition. I have played with groups of middle school age boys who play this game in insist that it be competative.
"What happens if you eat poison"? (answer you get
sick and you could die). "We are going to play 'Call
and Echo' but we are going to have one poison beat.
Here is what the poison beat sounds like." I play
the poison beat. Initially use a pattern that is
very distinct like Top Top Side. "If I play the
poison beat, should you play it back?" (The right
answer is 'no').
Make sure everyone understands the game. Student
Leadership: Once students understand the game, they
can take turns leading it.
Glitches:
- Students get sloppy with what the poison beat is and the let it morph as they play it.
- Have students use a pattern that has been established by the teacher first. Play the game a few times. Then let students disignate beat that they make up.
- Students can't decide if the right pattern was played. For example someone can play the right sequence of notes, but the timing was off, or someone can play the right timing but use different notes.
- There is actually opportunity to develop a refinement of identifying aspects of the pattern.
- Students get overly intense about winning and losing and who was right who was wrong.
- This becomes an opportunity to reflect on students experiences of fairness, justice.
Needs Met:
Novelty- this game can give a significant
challenge to players.
Growth- students develop their listening skills and
ability to manipulate patterns.
Mastery- having to quickly evaluate if the a beat is
to be echo or not played.
Mastery from learning to create and break
expectations as a leader.
Neuroscience and Psycho-physiology Basis:
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Metaphor to Explore:
"What are things that you need to stay away from?"
Extensions:
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