“TRIVIAL PURSUIT” BOARD GAME AS A TOOL TO STIMULATE THE STUDENTS PARTICIPATION IN CLASS

Author(s):  
Inmaculada Mateos-Aparicio Cediel ◽  
Araceli Redondo Cuenca ◽  
M. Dolores Tenorio Sanz ◽  
M. José Villanueva Suárez ◽  
M. Luisa Pérez Rodríguez ◽  
...  
Keyword(s):  
Author(s):  
Inmaculada Mateos-Aparicio ◽  
María Luisa Pérez Rodríguez ◽  
Araceli Redondo Cuenca ◽  
María Dolores Tenorio ◽  
María José Villanueva Suárez ◽  
...  
Keyword(s):  

1985 ◽  
Vol 30 (1) ◽  
pp. 65-66
Author(s):  
Gary L. Wells
Keyword(s):  

1993 ◽  
Vol 4 (1) ◽  
pp. 66-81
Author(s):  
MARGARET H B SANDERSON
Keyword(s):  

2018 ◽  
Author(s):  
Katherine Bollinger ◽  
◽  
Chadwick Baker ◽  
Falih Ahmad ◽  
John Ventura ◽  
...  
Keyword(s):  

2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Author(s):  
Ji Soon Kang ◽  
Jung Ae Kim ◽  
Eun Sook Jeong
Keyword(s):  

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