Hate Comes Home by WILL Interactive

Hate Comes Home

In a culture bombarded with biases and violence, how do we help our teens effectively resolve conflict?

Age Range:       13-17

Creation Date:       2001—Programming Updated in 2008

Contract Client:       In partnership with WILL and the Anti-Defamation League

Availablility:       both  Online Subscription

Purchasing Options

Online — Starting at $50.00 / year

Unlimited online play on the new WILL Campus. Includes the ability to create virtual classes, assign games to your students, and track their progress.

Description

In a culture bombarded with biases and violence, how do we help our teens effectively resolve conflict?

Hate Comes Home allows your students to experience a tragic yet preventable event that's the result of hate and bias in a local community. Through virtually experiencing the brutal killing of two students by their own peers, this game allows students to work through how this tragedy could be avoided all together through education and an ability to make informed decisions even in 'heated' environments.

Set around the night of a Homecoming Dance, four students hold the keys to a peaceful outcome. As each character, your students must decide whether to let the incident happen or stop the manifestation of hate and the biases that caused it through the perspective of these four characters:

Jake
Moved from a homogenous town to an ethnically diverse school, must navigate a new world of conflicting messages.

Lina
A smart student who has endured the effects of hate against Hispanics, must come to terms with her own biases.

Richard
The school's basketball star, he must decide whether to live up to an African-American jock label, and label other people in turn, or to be himself and see others as multi-dimensional people.

Tisha
Part African-American and part Vietnamese, must reconcile her cultures at home and at school.

Can you make the right decisions and prevent this terrible incident from happening?

Awards / Recognition

SIIA CODiE Award Winner—2006—Best Instructional Solution

"Awards the best school-based education technology solution for social studies curriculum or content for students in grades preK-12. Social studies curriculum may include, but is not limited to history, sociology and geography. Includes delivery by CD, DVD, online, handheld or multimedia packages."
Learn more by visiting www.siia.net.

AEP Distinguished Achievement Award Winner—2004—Best Educational Technology
AEP Distinguished Achievement Award Winner—2004—Most Innovative Software
AEP Golden Lamp Finalist—2004—Technology

"The Golden Lamp is the most prestigious award within the field of educational publishing. Publishing professionals, educators, and librarians recognize winners as providing the most outstanding materials for learning. In addition to encompassing content and design that transcends the best in its category, Golden Lamp pieces are critiqued on their fulfillment of their educational mission."
Learn more by visiting www.aepweb.org.

New York Festivals Award Winner—World Medal, Guidance and Counseling

"Judging for the 2007 International Interactive and Alternative Media Awards were judged online by panels of industry experts from around the world. Judging criteria includes: ability of the entry to communicate its message, idea or appeal; design; structure and ease of navigation; interactivity and functionality; originality of the creative/communicative approach; creative concept; marketing impact; and overall user experience."
Learn more by visiting www.newyorkfestivals.com.

System Requirements