scholarly journals Influencing Attitudes and Preferences Toward Climate Change using a Multi-Player, Transportation Themed Board Game

2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.

2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


2020 ◽  
Vol 53 (3) ◽  
pp. 547-555
Author(s):  
Jocelyn Sage Mitchell

ABSTRACTThis article modifies the classic “Isle of Ted” simulation to teach students about the collective action problems associated with climate change. Modifications include the introduction of a common-pool resource (i.e., fish) and increased pirate attacks to model rising climate threats and unequal distribution of risk. A return to the Isle of Ted enables a deeper engagement with specific collective action problems of climate change, including the tragedy of the commons and issues of global inequality. This article provides a road map for the incorporation of this modified simulation into active-learning classrooms.


2018 ◽  
Vol 19 (2) ◽  
pp. 587-616
Author(s):  
Carol M. Rose

Abstract Garrett Hardin’s Tragedy of the Commons primarily concerns actions rather than thoughts. But he did famously describe the cognitive state of a hypothetical herder on a grassy field. With respect to the field and its other users, Hardin’s herder is both ignorant and indifferent; he coolly calculates that his best option is to take the full benefit of grazing his stock while suffering only a fraction of the cost — an action that contributes to the decimation of a common resource. While Hardin viewed the herder’s attitude as identical to that of actors in many other collective action situations, the work of other commons theorists suggests several different cognitive stances among such actors, largely depending on the scale of the commons issues they face. Thus participants in the Prisoner’s Dilemma (a very small commons) would appear to be dominated by distrust rather than the hypothetical herder’s ignorance or indifference. Participants in mid-sized commons — such as Hardin’s herders in real life — show some distrust, but also great knowledge and engagement in common pool management. Participants in the largest-scale commons issues are actually those most likely to exhibit the ignorance and indifference that Hardin attributed to the herder. This Article discusses the ways in which these different cognitive stances track the scale of collective action “tragedies” as described by major theorists and concludes with some observations about the cognitive aspects of climate change.


2020 ◽  
Vol 4 (2) ◽  
pp. 90-100
Author(s):  
Muhammad Darrin Zuhri ◽  
Kusyairi Kusyairi

Abstrak: Pengajaran Speaking (berbicara) sangatlah penting. Kenyataannya, banyak siswa mendapatkan masalah untuk berbicara bahasa Inggris dan mendapatkan motivasi belajar yang rendah. Tujuan dari penelitian ini adalah untuk menguji apakah board game dapat meningkatkan keterampilan berbicara siswa di kelas VIII MTs Nahdlatun Nasyin Kadur pamekasan dan untuk mengetahui faktor-faktor yang mempengaruhi meningkatkan keterampilan berbicara. Penelitian ini diklasifikasikan ke dalam tindakan kelas penelitian. Data dikumpulkan melalui penilaian, observasi, dan wawancara. Temuan penelitian ini telah menjawab pertanyaan penelitian, bahwa menggunakan permainan papan game (board games) dapat meningkatkan keterampilan berbicara siswadi MTs Nahdlatun Nasyiin Kadur Pamekasan. Board game (papan permainan) adalah bentuk permainan yang sangat menyenangkan sehingga bisa memberikan tanmbahan semangat untuk bisa berbicara bahasa Inggris dengan mudah dan cepat.  Teknik ini sangat berguna untuk meningkatkan siswa keterampilan berbicara dan motivasi belajar.   Kata kunci: Keterampilan, berbicara, papan permainan   Abstract: Teaching Speaking is very important. In fact, many students have problems speaking English and getting low learning motivation. The purpose of this study is to test whether board games can improve the speaking skills of students in class VIII of MTs Nahdlatun Nasyin Kadur village and to find out the factors that influence improving speaking skills. This study was classified into research class actions. Data is collected through assessment, observation, and interviews. The findings of this study have answered the research question, that using board games can improve the speaking skills of students at MTs Nahdlatun Nasyiin Kadur Pamekasan. A board game is a form of play that is very fun so it can provide a lot of enthusiasm to be able to speak English easily and quickly. This technique is very useful for improving students' speaking skills and learning motivation.   Keywords: Skills, Speaking, Board game


2020 ◽  
Vol 51 (5) ◽  
pp. 632-652
Author(s):  
Kristoffer S. Fjællingsdal ◽  
Christian A. Klöckner

Background. Board games are a promising, yet rarely used arena for learning about environmental issues. Existing research suggests that they are highly innovative communication tools that make complex sustainability problems more salient and easily understandable. To date, little to no research exists where several environment-themed board games have been compared in a single study. Method. 17 respondents were invited to board game nights where they were tasked to play an environmental board game of their choosing. The respondents were then invited to participate in subsequent focus group interviews about their gameplay experience and learning outcomes. Results. 5 focus group interviews were transcribed and subjected to a qualitative thematic analysis, revealing 2 main themes; the first revolving around board games as simplified environmental simulations and the second revolving around the players’ perceptions of their own impact on the game board. Conclusion. Our results suggest that board games can be highly effective tools in some aspects of environmental communication. Limitations of the study and suggestions for future research are discussed.


2021 ◽  
Vol 7 (2) ◽  
pp. 298-316
Author(s):  
Widyasari Widyasari ◽  
Aditya Rahman Yani ◽  
Nia Wulandari ◽  
Eki Cahya Imani

AbstrakKasus bullying di Indonesia merupakan masalah sosial yang serius untuk ditindaklanjuti, terutama di kalangan anak Sekolah Dasar (SD) karena dapat memberikan dampak yang sangat buruk pada moral anak juga dapat menyakiti orang lain. Di sisi lain, guru maupun orang tua beranggapan bahwa perilaku bullying merupakan sebuah proses dari perkembangan anak sehingga belum ada tindak lanjut untuk mengatasi permasalahan bullying tersebut. Sebagai upaya untuk mengatasi kasus bullying dan menegakkan dasar hukum, larangan melakukan bullying pada anak perlu dilakukan sebagai edukasi anti bullying kepada anak SD melalui media yang dekat dengan anak yakni board game. Pesan edukasi anti bullying yang disampaikan melalui board game diharapkan dapat mempersuasi anak untuk berani bersikap positif “stop bullying” jika melihat kejadian bullying di lingkungan sekolah. Metode penelitian yang digunakan adalah metode kualitatif dengan pengumpulan data primer melalui wawancara mendalam dan data sekunder melalui studi literatur. Konsep yang disusun merupakan hasil analisis fishbone dan analisis 5W+1H yakni berupa solusi kreatif board game, konsep kreatif pesan anti bullying, dan keyword “Fun Positive Learning” diterapkan pada desain komponen-komponen board game. Board game edukasi anti bullying dengan judul Berani Baik! dirancang dengan visual yang menarik dan alur permainan yang menyenangkan dalam bentuk pertanyaan sebagai studi kasus perilaku bullying di lingkungan sekolah dan pilihan jawaban sebagai pesan anti bullying kepada anak SD. Kata kunci: anak sekolah dasar, anti bullying, board game AbstractThe case of bullying in Indonesia is a serious social problem to be pursued, specifically among elementary school children due to badly impacting children's morals and can hurt others. On the other hand, teachers and parents thought that bullying behavior is a process of child development so that there has been no action to overcome the problem of bullying. As an effort to overcome bullying cases and enforce the essential law, the prohibition of bullying on children needs to be done as an anti-bullying education for elementary school children through board games. Anti-bullying educational messages conveyed through board games befit to persuade children to have a positive attitude to "stop bullying" when they see bullying in the school environment. This research uses a qualitative method with primary data collection through in-depth interviews and secondary data through literature study. The concept compiled is the result of fishbone and 5W+1H analysis in the form of creative board game solutions, creative concepts for anti-bullying messages, and the keyword "Fun Positive Learning" is applied to the design of the board game components. Anti-bullying educational board game with the title Dare to Be Good! designed with attractive visuals and fun gameplay in the form of questions as case studies of bullying in the school environment and answer choices as anti-bullying messages to elementary school children. Keywords: anti bullying, board game, elementary school children


2004 ◽  
Vol 1 (5) ◽  
Author(s):  
Helmut H. Hergeth ◽  
Gary W. Smith

Inquiry-guided learning is a teaching technique that encourages active participation of students and, in addition to better retention, such learning is credited with promoting critical thinking, sourcing information, organizing information, promoting self learning and enhancing the life-long learning experience. In applied degree programs where technology and management courses run parallel, different tools must be used to involve students and tie in real life scenarios to prepare students for opportunities in industry, government, and society.  This paper describes how data is sourced, prioritized, organized, and presented in priority and audit tables. It also demonstrates simulation board games as teaching tools in textile management and technology curricula. A simulation board game is used to practice decision making tools and skills in a team environment. Audit tables are used to detect and correct potential sources of quality problems.


2020 ◽  
Vol 17 (1) ◽  
pp. 159-181
Author(s):  
Tim Christion ◽  

Climate change is one of the greatest collective action problems ever faced. The social and cultural barriers to intersubjectively motivating concern and agency are sweeping. It seems all but impossible to imagine politically viable solutions commensurate with the realities of the problem, and likewise find visionary ways of framing this problem to inspire meaningful solutions. One therefore perceives an abyss between ‘problem’ and ‘solution,’ as expressed in irreconcilable debates between problem-driven and solution-driven strategies for motivating climate action. Drawing on Merleau-Ponty’s dialectical phenomenology of motivation and class consciousness in particular, I argue that his call for a “thinkable politics” can help activists bring problem-driven and solution-driven motives for climate response into productive relation.


1970 ◽  
Vol 8 (2) ◽  
Author(s):  
Darrel Moellendorf

This article discusses obstacles to overcoming dangerous climate change. It employs an account of dangerous climate change that takes climate change and climate change policy as dangerous if it imposes avoidable costs of poverty prolongation. It then examines plausible accounts of the collective action problems that seem to explain the lack of ambition to mitigate. After criticizing the merits of two proposals to overcome these problems, it discusses the pledge and review process. It argues that pledge and review possesses the virtues of encouraging broad participation and of providing a procedural safeguard for the right of sustainable development. However, given the perceptions of the marginal short term costs of mitigation, pledge and review is unlikely, at least initially, to issue in an agreement to make deep reductions in greenhouse gas emissions. Because there is no rival approach that seems likely to better instantiate the two virtues, pledge and review may be the best available policy for mitigation. Moreover, recent economic research suggests that the co-benefits of mitigation may be greater than previously assumed and that the costs of renewable energy may be less than previously calculated. This would radically undermine claims that the short term mitigation costs necessarily render mitigation irrational and produce collective action problems. Given the circumstances, pledge and review might be our best hope to avoid dangerous climate change. 


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