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Campaigns to End Violence against Women and Girls - Virtual ...

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comprehensive series of guides such as Amnesty International’s Activists’ Toolkit that<br />

is part of its S<strong>to</strong>p <strong>Violence</strong> Against <strong>Women</strong> Campaign.<br />

Kits can also be a set of print media (posters, flash cards, booklets) <strong>and</strong> other materials<br />

in a folder or a specially designed bag. Design the kit so that it appeals <strong>to</strong> its main users.<br />

The "change maker" kit for WE CAN activists in South Asia includes a distinctive bag<br />

filled with campaign booklets <strong>and</strong> mini-posters that can be used in small group<br />

discussions. Local campaign alliances contribute T-shirts <strong>and</strong> caps with the campaign<br />

logo <strong>to</strong> complement the kit. See the campaign’s <strong>to</strong>ols for change makers.<br />

When <strong>to</strong> work with activists’ kits?<br />

- If the campaign has a relatively long time-frame (of multiple years) <strong>and</strong>/or<br />

mobilization of large numbers of activists is part of its strategy.<br />

- If sufficient resources are available, including time <strong>to</strong> develop <strong>and</strong> pre-test the kit,<br />

<strong>and</strong> then produce <strong>and</strong> distribute it in sufficient numbers. In a campaign for behaviourchange,<br />

activists’ kits targeting a non-specialized audience need <strong>to</strong> be developed<br />

<strong>and</strong> pre-tested with a broad range of potential activists. Depending on context <strong>and</strong><br />

resources, that process could take up <strong>to</strong> a year or more.<br />

Examples for high quality Activists’ Kits:<br />

SASA! is a Kiswahili word meaning “Now”. It is a comprehensive, user-friendly program<br />

<strong>to</strong>ol for organizations that aim at mobilizing communities <strong>to</strong> prevent violence <strong>against</strong><br />

women <strong>and</strong> HIV infection. SASA! (by Raising Voices, Ug<strong>and</strong>a) includes practical<br />

resources, activities <strong>and</strong> moni<strong>to</strong>ring <strong>and</strong> assessment <strong>to</strong>ols for local activism, media <strong>and</strong><br />

advocacy, communication materials <strong>and</strong> training that organizations working on violence<br />

or HIV/AIDS can use <strong>to</strong> incorporate these cross-cutting issues in<strong>to</strong> their work. See<br />

Raising Voices comprehensive kit for community activists providing guidance for<br />

strategies, activities, moni<strong>to</strong>ring <strong>and</strong> evaluation.<br />

The We Can campaign South Asia, aims <strong>to</strong> trigger a person-<strong>to</strong>-person chain reaction<br />

of change in attitudes <strong>and</strong> behaviour on a scale sufficient <strong>to</strong> generate a mass social<br />

movement <strong>to</strong> end VAW (Aldred, Williams, 2009. We Can: The S<strong>to</strong>ry So Far). It focuses<br />

on community awareness raising <strong>and</strong> mobilization through so-called change makers,<br />

who work with a set of activist <strong>to</strong>ols (“change maker <strong>to</strong>ols”) that can be downloaded from<br />

the campaign website <strong>and</strong> from the Thoughtshop Foundation which designed them, in<br />

English, Hindi, Bengali <strong>and</strong> Urdu.<br />

In preparation for the 3rd World Congress <strong>against</strong> Sexual Exploitation of Children<br />

<strong>and</strong> Adolescents (November 2008 in Rio de Janeiro), the organizers created an<br />

information kit for children <strong>and</strong> adolescents planning <strong>to</strong> participate in the Congress.<br />

Participa<strong>to</strong>ry games<br />

Games that can be played individually or in groups using electronic devices, picture<br />

cards, workbooks, boards printed on sturdy material <strong>and</strong> simple game accessories (e.g.<br />

dice) can be a simple, but effective community engagement <strong>to</strong>ol. Games may be<br />

invented, or adapted from existing popular activities. Typically they are played in groups<br />

of 3-10 people <strong>and</strong> facilitated by a trained person <strong>to</strong> stimulate open discussions <strong>and</strong><br />

debates in a relaxed atmosphere. Engaging with an issue in this way can help highlight<br />

239<br />

<strong>Campaigns</strong> December 2011

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