POETRY
INDEX
About this book
About Windows Workshops
About the workshop games

SIMPLE STARTS
Amazing PushPoem Machine
Shoveha'penny
Springboard
Pete's Powerful Poetry Pipes
Fishing for Words
Tom Phillips Game
Maze
The Bomb
Presents
What's in the box?
The Great Escape
Expanding Words
Hear here!
Going Round in Circles
Open the door!
Anagrams and Acrostics
Shaping Up

BASIC CRAFT
Rhymeboard
Pocket Rocket Primary Rhymer
Rhyme Forms
Rhyme Forms2
Nursery Rhymes
Limericker
Aboard the Pentameter
Wet, Wet, Wet
Supersonnet
Cooking up a Pantoum
Time to Twist the tongue: Alliteration
What is it, like?: Metaphor
As...as: Simile
Comic Strip: Onomatopoeia


DIALOGUE
How Do you see yourself?
What do you think you're doing?
Where we're at
Who do you think you are?
Voices
City of Poems
Windows on the Mersey
Postcards
Pavement
Birds
World Game

INVENTIONS
Elementary poetry
Phantastic Phonetic Phactory
Boom
Yellow and Purple Prose
Dr. Squint's Colour Co-ordinator
Sensational poetry
A Sense of place

A poem is a fertile egg
Amazing Animals
Word spotter
Encounters
Pirates
Dinosaurs
The World Game-again
Horror
Circus of Calamities
Gardens
Windows in Space
Spells
The Art Game
New nursery rhymes
Other

NOTES
Notes for Playworkers
Notes for Teachers
Notes on being helpful

Dialogue : City of Poems

This game provides a starting point for writing about everyday urban experience. The original version used a four-foot high tower-block whose windows contained pictures on hinged flaps. Players swung a demolition- ball from a crane to hit a window and collect its picture. As in subsequent versions, described below, the players collected three pictures of street or interior scenes and were invited to relate these to each other and to their own life.

Although the range of pictures is limited, the range of poems is not, partly because everyone has their own experiences and will interpret images differently but mostly because we have always used the pictures as starting points for a discussion that will discover the true subject for the poem, the poem the player is interested in writing. Players are not obliged to link the pictures and are often encouraged to choose one, either because they recognise the situation or simply prefer that picture.

The pictures were collected largely by browsing through magazines and then photo-copied, which simplifies the power of the image itself. They show scenes common to all urban areas, and people are in most of them, shown simply on the street, sitting in a room, as part of a crowd, rather than in stereotypic activities, so that players can decide how to interpret them in the light of their own experiences.

The players are invited to think of connections between one or more of the pictures and their own life and neighbourhood, fixing on a particular place and incident. Then, remembering and noting that experience in its landscape, with the smells, conversations, feelings; the sense of being there; will provide the material to shape and reveal the concern and nature of the poem.

On the earliest workshops the players wrote their poem on models of buildings and other structures, roads, vehicles and people - to create a city of poems. A huge range of `waste' materials was used, and the poems were displayed in many inventive ways. Simpler displays have used large wall- friezes utilising collage and mural techniques.

City of Poems has been widely used over the last decade and some simpler versions have been invented for group work. In the one provided, players are given a map with numbered roundabouts and are invited to plot a route that passes through three of these points. The numbers on the roundabouts relate to pictures which are passed out as before. The pictures are not provided, they should be relatively easy to collect as indicated above. It will be useful to have more pictures than roundabouts, or vary the number/picture relationships, if one route becomes too well-used.

Another version involves inviting players to simply describe what is in the pictures, looking for something - an object, an atmosphere - to link them together. Alternatively they can be given just one picture at random and be asked to decide what they think is happening, how it feels, smells etc., perhaps what will happen next. Both these later versions can produce imaginative story-lines and sympathetic descriptions - what is "made-up" is influenced by our own experiences and feelings - but some players will be tempted to be banal without the spur of personal identification.

For further information on this sort of game click on games listed under
DIALOGUE in the INDEX side bar.

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Windows Workshops © Dave Calder, The Windows Project ,1997,1998,1999