Background: Race-talk reduces racial prejudice, presents correct information regarding race, improves racial literacy, and encourages positive race relations. Purpose: This research demonstrates how experiential learning in the form of a game measures Race and Ethnicity course curriculum effectiveness. Methodology/Approach: We used a live version of the game Guess Who (Hasbro) at the beginning and end of the semester and assessed students’ reflections of the game to measure changes in race-talk. Findings/Conclusions: The results indicate courses focusing on institutional racism for 16 weeks may produce a change in race-talk. Implications: Students benefit from this activity by growing in their racial literacy, and instructors benefit by using the game to assess their curriculum's effectiveness.
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