Cards, cubes, and collaboration: a case study of the development of an educational board game.

Discover education Pub Date : 2025-01-01 Epub Date: 2025-04-03 DOI:10.1007/s44217-025-00472-z
Brinley Kantorski, Kelly Bruzdewicz, Sarah Will, John A Pollock
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Abstract

Games are a powerful tool for learning, offering unique benefits for student engagement, particularly when addressing complex or challenging topics. The general public's understanding of how vaccines are made is limited and the general public is unaware of the comprehensive research, development, and safety measures that are inherent in vaccine development. As such, we created a new educational game to address this knowledge gap. This case study examines the development process of an educational board game designed to enhance public understanding of vaccine development. The game, titled N.O.V.E.L.-Newly Observed Variant of Extreme Lethality, was created using a modified Backward Design methodology to align gameplay with specific educational standards and learning objectives. Designed for 2-4 players aged 10 and up, the cooperative game challenges participants to conceptually research a novel pathogen, develop an effective vaccine prototype, conduct animal testing and clinical trials, and distribute the vaccine-all while managing the spread of the disease. This case study details the iterative design process, including research and consultation with vaccine development experts, game prototyping, playtesting, refinement, and production. A key focus was balancing educational content with engaging gameplay mechanics to ensure both learning effectiveness and player enjoyment. Additional considerations such as original art, graphic design, teacher resources, alignment to educational standards, and animated videos were integrated to support accessibility and engagement in a classroom setting. The findings from this development process highlight best practices for designing educational board games and offer insights into how game-based learning can be used to communicate complex scientific concepts.

Supplementary information: The online version contains supplementary material available at 10.1007/s44217-025-00472-z.

卡片、方块与合作:教育棋盘游戏开发案例研究。
游戏是一种强大的学习工具,为学生的参与提供了独特的好处,特别是在解决复杂或具有挑战性的主题时。公众对疫苗如何制造的了解有限,公众不了解疫苗开发所固有的全面研究、开发和安全措施。因此,我们创造了一款新的教育游戏来解决这一知识鸿沟。本案例研究考察了一款教育性棋盘游戏的开发过程,该游戏旨在提高公众对疫苗开发的了解。这款名为《n.o.v.e.l.——新观察到的极端杀伤力变体》的游戏采用了改良后向设计方法,将游戏玩法与特定的教育标准和学习目标结合起来。这款合作游戏为2-4名10岁及以上的玩家设计,要求参与者从概念上研究一种新型病原体,开发有效的疫苗原型,进行动物试验和临床试验,并分发疫苗,同时控制疾病的传播。这个案例研究详细介绍了迭代设计过程,包括研究和咨询疫苗开发专家,游戏原型,游戏测试,改进和生产。关键在于平衡教育内容和引人入胜的游戏机制,以确保学习效果和玩家乐趣。其他考虑因素,如原创艺术、平面设计、教师资源、与教育标准的一致性和动画视频,都被整合在一起,以支持课堂环境中的可访问性和参与度。这一开发过程的发现突出了设计教育桌面游戏的最佳实践,并提供了基于游戏的学习如何用于交流复杂科学概念的见解。补充信息:在线版本包含补充资料,可在10.1007/s44217-025-00472-z获得。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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