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ChangeMaker Workshop FAQ

About the Workshop

What is the ChangeMaker Workshop?

The ChangeMaker Workshop is a 2-day experiential learning program where students:

  • Play a life simulation game

  • Explore real-world social challenges

  • Reflect on their own values and strengths

  • Work in teams to design solutions for social problems

  • Present their ideas on stage

Every student receives a ChangeMaker Certificate at the end.


Is this an exam or graded activity?

No. This workshop focuses on learning by doing, reflection, teamwork, and creativity. There are no marks or rankings.


What will students create during the workshop?

Each student will create:

  • One Empathy Canvas

  • One RCMI Competency Report (digital)

Each group will create:

  • One Social Business Canvas

  • One 5–7 minute pitch presentation


About the RealLives Game

How do students log in to the RealLives game?

  1. Students receive a username and password (e.g., changemaker_1)

  2. Enter the login details

  3. Click Login to access the dashboard


What will students see on their dashboard?

Each student will see 3 pre-assigned lives, called assignments.

Each assignment:

  • Is linked to one Sustainable Development Goal (SDG)

  • Represents one full simulated life

  • Takes place in a different country


Which SDGs will students play?

Students will play lives focused on:

  • SDG 1 – No Poverty

  • SDG 2 – Zero Hunger

  • SDG 4 – Quality Education

These lives are played during Phase 2 (Simulation Experience).


Will all students live the same life?

No.

  • All students may be born in the same country for a given assignment

  • But each student’s life is unique because of:

    • Different family backgrounds

    • Different economic conditions

    • Different locations and opportunities

No two lives are exactly the same.


What happens before the game starts?

Before playing, students see 7 context screens, which explain:

  • Country and location

  • Family background

  • Economic status

  • Living conditions

  • Key challenges

Students also read a birth story introducing their character.

This helps students understand who they are living as.


At what age does the game start?

The simulation begins at age 0. Students then grow older and make choices at different stages of life.


What does “stillborn” mean in the game?

In some lives, a character may be stillborn.

This means:

  • The baby is born without surviving

  • The life ends immediately

  • This reflects real-world conditions like poor healthcare or poverty

⚠️ This is not a mistake or a failure.


What should I do if my character is stillborn?

If this happens:

  • Simply click “Play Life Again”

  • You will be born again as a new character

  • The new character will still be part of the same assignment and SDG

You can continue playing normally.


What if my character dies very young (before age 20)?

If your character:

  • Dies before the age of 20

Then:

  • Click “Play Life Again”

  • You will get a new character

  • You can replay that assignment

This is allowed because the life was too short to experience meaningful choices.


What if my character dies after age 20?

If your character:

  • Lives beyond age 20

  • And then dies at any later age

Then:

  • That assignment is considered completed

  • You do not need to replay that life

This means you experienced enough of the life for learning and reflection.


Does restarting a life affect my RCMI report?

No need to worry.

  • The system looks at meaningful decisions over time

  • Short lives (stillborn or very early deaths) do not negatively affect you

  • Only valid life experiences are used to generate your RCMI report


Do choices in the game matter?

Yes.

All decisions made during the SDG lives are:

  • Tracked by the system

  • Used to generate the student’s RCMI competency report

There are no right or wrong choices — honesty is encouraged.


About Reflection & RCMI

What is the Empathy Canvas?

The Empathy Canvas is a personal reflection activity where students:

  • Choose one character they connected with

  • Reflect on the character’s challenges and life situation

Students receive a physical canvas and complete it at home.


What is the RCMI Report?

The RCMI report is a personal competency report generated from gameplay.

It shows strengths such as:

  • Empathy

  • Decision-making

  • Critical thinking

  • Collaboration

  • Social awareness

The report is available as a PDF on the student dashboard.


About Group Work & Pitches

When do group activities begin?

After lunch on Day 1, students are:

  • Divided into groups of 5

  • Introduced to social ideas like:

    • Social enterprises

    • Campaigns

    • Movements

    • Products or services for social good


What is the Social Business Canvas?

It is a large physical canvas used by groups to:

  • Identify a social problem

  • Propose a solution

  • Think about impact and implementation

Groups complete it after school (at home or online).


What is the pitch presentation?

Each group prepares a 5–7 minute pitch explaining:

  • The problem they chose

  • Why it matters

  • Their proposed solution

Presentations happen on Day 2.


Is there judging or competition?

No.

There is no elimination or ranking. Every student is recognised as a ChangeMaker.


Closing & Certification

What happens on Day 2?

  • Some students share reflections on their RCMI reports

  • Groups refine and present their pitches

  • Students explain why they chose their ideas

  • All students receive certificates


What do students receive at the end?

Each student receives:

  • A ChangeMaker Certificate

  • A personal RCMI Report

  • A documented learning portfolio

  • Access to the Orchid School ChangeMaker website


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