# ChangeMaker Workshop FAQ

## <mark style="background-color:$info;">About the Workshop</mark>

#### **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**

***

## <mark style="background-color:$info;">About the RealLives Game</mark>

#### **How do students log in to the RealLives game?**

1. Students receive a **username and password** (e.g., `changemaker_1`)
2. Go to [**https://reallivesworld.com/login**](https://reallivesworld.com/login)
3. Enter the login details
4. 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.

***

## <mark style="background-color:$info;">About Reflection & RCMI</mark>

#### **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**.

***

## <mark style="background-color:$info;">About Group Work & Pitches</mark>

#### **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**.

***

## <mark style="background-color:$info;">Closing & Certification</mark>

#### **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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