Giocherenda – Memory Catcher Cards

It is a deck of cards. Each of them represents [...]

  • 45min
  • free
  • 10+
  • English, Italian

Description

It is a deck of cards. Each of them represents one important word, translated into several languages and associated to images conceived as a surrealist collage. It is a multifaceted tool that can be used in different ways. For instance, one you draw a card and tell an episode of your life connected to the word written on it (“challenge”, “fear”, “conflict”, etc.) or the other players can ask you questions based on the same word. This game encourages storytelling, fosters personal expression, and helps participants learn about one another in a comfortable and engaging environment.

Method & Activity Information.

  • Difficulty: Easy
  • Session location: Palermo,Italy
  • Test date: 17/01/2025
  • Duration: 45min
  • Costs: free
  • Materials used: Chairs (in circle position) and the cards
  • Youth participated: 11
  • Registration: none

Case Description

In a secondary school in Italy, a group of students aged 16–17 participated in an introductory session aimed at fostering connection and mutual understanding within the group and with the hosting organization. To support this, facilitators used the Memory Catcher Cards (Carte acchiaparicordi) developed by Giocherenda—a storytelling tool designed as a deck of multilingual cards, each representing a meaningful concept such as “challenge”, “fear”, or “conflict”, illustrated with surrealist collage imagery.

  • Stakeholders
    Students aged 16–17, school staff (teachers and coordinators), and facilitators from the external organization conducting the activity.
  • Needs & requirements
    There was a need to create a welcoming, non-judgmental environment where students could express themselves and build early group cohesion. The activity had to be accessible, easy to use, and engaging, while also being sensitive to personal boundaries.
  • Problems
    At the beginning of a new collaboration or educational project, students often feel disconnected or reluctant to speak openly. Ice-breaking activities can sometimes feel forced or superficial. A more meaningful method was needed to allow students to share personal stories in a voluntary and organic way.
  • Topic & themes
    The session revolved around storytelling, personal experiences, and emotional literacy. Using the Giocherenda cards encouraged reflections on identity, past challenges, and emotional moments. Themes included self-expression, empathy, building trust, and cultural diversity (through the multilingual aspect of the cards).

The activity was conducted in a school classroom arranged in a circle to promote equality and openness. The duration was 45 minutes, and the only materials required were chairs and the Giocherenda card deck (cost: 15 euros). The session was conducted in Italian.

By the end of the activity, students had begun to open, share stories, and ask questions of each other, setting a strong foundation for future sessions and collaboration.

Method Usage

Contex: High School,

Country & city: Italy, Palermo

Target group:11 students 16-17 y.o., High school students (3rd grade)

Purpose & reason to choose this method: We wanted to create a safe space for storytelling and personal expression while fostering group cohesion.

Description how the session was arranged:

Introduction to the activity and explanation of the game rules.

Each participant drew a card and shared a memory related to the word on the card.

Other players asked follow-up questions to deepen the discussion.

Group reflection on shared experiences.

 Brief description of the session results

The game helped participants feel more comfortable with each other. It encouraged deeper conversations and a sense of connection among the group. Participants expressed appreciation for the chance to share and listen to personal stories.

Method & Activity Feedback

Facilitator

Category

Likert-7 AVG

Description

  • Effectiveness

    6

  • Efficiency

    7

  • Learnability

    5

  • Enjoyability

    7

  • Adaptability

    7

  • Feedback (recommendation)

    7

Observer

Category

Likert-7 AVG

Description

  • Engagement & Participation

    7

  • Comprehension & Knowledge

    6

  • Game Mechanics & Functionality

    6

Participant Experience

Category

Likert-7 AVG

Description

  • Enjoyment

    6.1

  • Usability

    6.6

  • Learnability

    5.8

  • Recommendation score

    6.4

Positive

The game created a relaxed atmosphere where participants felt comfortable sharing their stories.

The visual elements and multilingual words helped make the activity more inclusive.

It encouraged active listening and empathy among participants.

Negative

Some participants were initially hesitant to open, requiring additional encouragement.

The abstract nature of some images made it harder for some participants to relate to the words.

Suggestions & tips

Start with personal experience to create a welcoming atmosphere.

Allow participants to pass if they don’t feel comfortable sharing.

Encourage open-ended questions to deepen discussions.

Be mindful of participants’ emotional comfort and provide support if needed.

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