Who Changes The World

(Edition: Change the world, workshop 2/4)

Main objectives:

Getting inspired by changemaker stories from all over the world

During the workshops participants will:




Paper in 3 different colors, dice, cards for the game (with name of changemaker stories, task or hazard cards), projector, speakers, computer, paper (preferably recycled / reusable), pens

To print:


1. Warm up (15 min)

Invite participants for a round in which each person reminds his/her name and share one thing they are passionate about, they really like to do. You can come back to their answers while telling changemaker stories (for example Latin Latas or Stanimira Chocolate House) – every passion we have can be transformed into a changemaking project!

2. Speaking, listening, reading and writing: Changemaker Game (80 min)

Put on the floor small paper squares in 3 different colors so as to create a path, in a Game of the Goose fashion (see photo in Appendix 1). Each color has different meaning: 

Blue: changemaker story

Red: task for teams

Yellow: hazard card

The number of squares depends on the time you have and the size of the group. Anyway, along the game you can add or remove some squares. In order to avoid jumping immediately on a task, we advise you to start the path with 5-7 blue squares. 

Very important in the game is that although we divide participants in small teams of 4-6 people, they do not play against each other, but together. That’s why we play with only one pawn for everybody instead of one pawn for each team. You can let participants choose a small object, the pawn, which they feel will represent them the best. They can pick a thing from the room or their personal stuff. 

The first group throws the dice and moves the pawn the relative number of squares. Depending on the color of the square the pawn lands on, the team chooses a changemaker story among those provided by the trainer (if on a blue square), they draw a hazard card (yellow square), or they draw a task to do in teams (red square). In the latter case, all the teams have to undertake the task. For each team which fulfills the task the pawn is moved one square ahead. Then, the next team throws the dice and so on till the end, using one pawn and having the same goal – going ahead.

Below we selected some stories you can use for this workshop, based on ExChange The World material, but you can also propose different stories which you know or which happen in your surroundings.

For each story we propose below you can find a short version in Appendix 2 and the full version (with photos) under the given link. In some cases we also link a movie. It’s good to vary the way of telling stories – sometimes speaking about them, sometimes showing a movie, in one case you can decide to give participants a written version to develop their reading.

Full story (and photos)

Example of their song

Full story (and photos)

Full story (and photos)

Full story (and photos)

Full story (and photos)


Full story (and photos)

Full story (and photos)

More stories: 

Answer: You can see examples of definitions created by people from all over the world here

Answer: You can use this short movie to explain the difference (Polish movie with English subtitles)

Answer: NESsT, Kanthari, Ashoka

You rather won’t be able to fulfill all the tasks, so you can also choose those which seem the most important/interesting for you and your participants.

(There should be 2 or 3 “change teams” cards. When it is drawn out, participants must change teams they work with, for example having 2 persons per team moved to the team to their left).

Along the game you can modify the path prolonging it or changing the color of the cards in order to balance, according to your needs, the time spent on stories or tasks. Ideally, it would be nice if a “change teams” card comes out after the teams underwent a task, so participants have the chance to work with different people. Once the last square is reached, thank participants for the game and say that we finish the game for today but in fact the mission of changing the world is life-long. Tell participants that in the rules of the game there were hidden some metaphors. Are they able to identify them?


3. Listening: Story of Solution (10 min)

Propose participants a 9-minutes movie which contributed to inspire the Changemaker Game, and which brings it to a close in a good way. 

4. Summarizing (15 min)

Invite participants for the final round, asking how they like today’s workshop. At the end, invite participants to fill the evaluation form.

After the workshop you can share with participants additional materials (Appendix 4).

Do you want to prepare and conduct a sayBabel workshop on your own on this or other topics? Do you need to know more about how to do that? You can find all sayBabel rules on sayBabel or just contact us.