IO2 – Board Game – Learning Experience
The board game has been developed precisely according to the plan and to the application form. The only adaptation is related to the narrative part of the story; for example participants don’t have to grow cities, but to explore an island (The Island of Youth).
The game is designed for a minimum of 12 participants, a maximum of 40 participants. Participant are being divided into 4 teams (minimum 3 people / team, maximum 10 people / team). The difference between the number of players in the teams cannot be greater than 1.
The game contains:
– a play board of 2m x 3m
– pawns that can be made of out paper, cartboard, wood, plastic, printed using a 3D printer, cut with a laser
– rulebook (Instruction manual of the game)
– mission cards, learning cards, curse cards, opportunity cards, gold cards
– dice
RULES
The game will be played in turn, with each team waiting for the turn to give it with the dice. Advancement on the board is only done by throwing the dice. While a team gives the dice, the other teams have the right to interact with each other (negotiate, create strategies, talk, ask), but they have no right to change anything on the game board until they move. Within each team, each player will have another role. Depending on the role played at the beginning of the game, each player is allowed different actions (eg: only the negotiator can negotiate resources, only the ambassador may propose alliances).
The main aim is to discover the island. The island is made out of hexagon tiles. Each hexagon tile has a card on it. By advancing on the map, participants uncover a card. Each card can be either a learning card, curse card, challenge card, gold card. There are 77 learning cards. Each learning card contains one sub-skill of the learning to learn competence, that have been identified by the partners in the research phase of the Intellectual Output. By discovering learning cards, participant develop their learning-to-lean competence and also transversal skills. Of course, by playing the game itself, participants develop transversal skills and soft skills such as efficient communication, communication in foreign language, communication in mother tongue, negotiation, problem solving, prioritizing tasks.
OBJECTIVES:
The game wants to be competitive, but in a constructive manner. By playing this game, participants are expected to develop certain transversal skills previously identified within IO1. It is intended to be an educational management resource that can be used by youth workers, trainers, teachers, group leaders in working with young people, students, students, participants in youth exchanges.
The game is intended to be an educational management resource that can be used by youth workers, trainers, teachers, group leaders in working with young people, students, students, participants in youth exchanges, etc.
USING/TESTING/MULTIPLING/PROMOTING
We have already used the board game on some groups of young people and we have received very positive and constructive feedback which gave us a feeling of fulfilment meaning that we did a good job. Because of this, we really do believe this board game will be used in many youth exchange and youth activities in formal and non-formal environments all across Europe.
In may 2020 we plan on using the board game in a youth exchange that will take place in Italy and in June 2020 we plan on using the board game in a training course that will take place in Romania.
CLICK HERE TO DOWNLOAD IO2
Keep in mind that you will have to print it. Instructions for printing are found in the same google drive folder.