Using GROKtheWorld Games to Enhance
Empathy Circles
Speaker: Jennifer Brummer (15 min)
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Bio: Jennifer Brummer has spent the past two years working with GROKtheWorld, an organization dedicated to fostering emotional intelligence and connection through interactive tools and games based on Nonviolent Communication. Before joining GROK, she built a career teaching English to global professionals and developing academic curricula for publishers such as Macmillan, National Geographic Learning, and Oxford University Press. She is currently working toward becoming a CNVC Certified Trainer. (LinkedIn)
Topic: Using GROKtheWorld Games to Enhance Empathy Circles
Abstract: This talk highlights how GROKtheWorld games transform Empathy Circles into playful, engaging experiences that deepen understanding of Nonviolent Communication (NVC). By incorporating games like Empathy Poker and activities centered around Feelings and Needs fluency, participants can foster connection, emotional awareness, and collaboration in a low-stakes, joy-filled way.
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Jennifer Brummer from Grok the World discussed using their interactive tools and games to enhance emotional intelligence and empathy. She introduced various NVC (Non-Violent Communication) games, including "Name a Feeling," "Feelings Charades," and "I Might Feel This Way If." Participants shared their feelings and played guessing games with feeling and need cards. Jennifer emphasized the importance of gamification in learning and engagement, providing a free starter kit and links to Grok the World's products. The session aimed to make NVC concepts accessible and fun through interactive activities.
[ ] Explore the Grok the World website and download the free starter kit.
[ ] Consider using Grok's classroom or personal card decks if working with children or facilitating NVC groups.
Cara Wilson introduces Jennifer Brummer, highlighting her work with Grok the World, an organization focused on emotional intelligence and non-violent communication (NVC).
Jennifer Brummer thanks Cara and the audience, mentioning her role at Grok the World and the interactive games she will be demonstrating.
Jennifer provides a link to Grok the World's website and a free starter kit for NVC games, encouraging participants to try the games at home.
Jennifer begins the session by asking participants to share their current feelings, using a list of feelings from the starter kit.
Jennifer explains the "Name a Feeling" game, where participants share their current feelings in the chat.
Participants share a variety of feelings, including curious, amazed, nervous, expansive, and tired.
Jennifer emphasizes the importance of checking in with the group's feelings to gauge the current emotional state.
The game serves as a quick check-in and icebreaker for the session.
Jennifer introduces the "Feelings Charades" game, where volunteers act out feelings while the rest of the group guesses.
Jennifer selects volunteers Tarja and Jeanette to act out the first feeling, "scared."
The group guesses "shocked," and Jennifer explains that there are no wrong answers, just a fun way to build fluency with feelings vocabulary.
Another round is played with volunteers Jonathan and Mel Sears, acting out "totally bored."
Jennifer introduces the "Classroom Feelings Guessing Game," using a set of large cards with feelings and synonyms.
The game involves volunteers closing their eyes while the group prompts with sentences related to the feeling shown.
Volunteers Sandra and Kara close their eyes, and the group prompts with examples like "I might feel this way if I've been meditating."
The volunteers guess "present," and Jennifer explains the importance of playing with words to understand different feelings in various situations.
Jennifer introduces the "Needs Guessing Game," using a set of cards with needs and synonyms.
The game involves volunteers closing their eyes while the group prompts with sentences related to the need shown.
Volunteers Sandra and Kara close their eyes, and the group prompts with examples like "This need gets met when I'm riding my bicycle."
The volunteers guess "fun," and Jennifer explains the importance of understanding different needs in various situations.
Jennifer wraps up the session, apologizing for taking longer than planned but expressing her enjoyment of playing the games with the group.
Cara Wilson thanks Jennifer, highlighting the benefits of gamification in learning and engagement.
Jennifer reiterates the importance of making NVC fun and accessible through games and products from Grok the World.
The session ends with a positive note, emphasizing the value of playful learning in understanding and practicing NVC.