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V. Games and othersGames can be divided into two categories, ordinary conventional games and simulation games. Ordinary conventional games include numerous traditional games and many new variations designed for children, with necessary modification to suit the adult neo-literates. Simulation games present an issue or problem and suggest its solution through role play by the neo-literates. They are a means of involving learners directly in an activity that requires little or no preparation of materials. In this guidebook, "others" refers to all materials, mediums and activities for neo-literate education other than printed book materials, printed non-book materials, electronic media materials and games. (8) Games 1. Conventional games Characteristics Involving the element of play games provide enjoyable an opportunity for learning almost unconsciously, and are a very effective means of stimulating interest in participating learners. Conventional games involve excitement and competition in pursuit of a goal, creating interest and spurring on participants. Otherwise uninteresting and difficult topics can be enjoyably worked out in a game environment. However, as games have a tendency to represent things and issues in simplified forms, particularly difficult or controversial themes cannot be effectively dealt with. Some conventional games are:
- card games
In this chapter, production methods of Sugoroku (Japanese game used for educational purposes also) and other games based on the game Parcheesi developed in India thousands of years ago are explained as an example of printed conventional games. A. Sugoroku Game A Sugoroku game is played on a board, with moves decided by the throw of dice. A single game can be played by five or more players. This game involves excitement and competition in pursuit of a goal among the players. How to Play Sugoroku Game
1) Line up at "Start"
Practical Process of Developing Sugoroku Game 1. Topic Selection Select a topic which can be developed step by step. There are no limitations as to what can be treated as a topic. Appropriate topics present: attaining an objective
- development Sugoroku game should involve progression from one space or block to the next and include the concept of being sent back to previous spaces, with the reasons for progression and regression clearly represented in the spaces themselves. 2. Content Arrangement
(1) Decide upon the "goal" to be achieved in the game, and the process and route (about 20 to 30 blocks) to be followed in reaching the " goal. " Balance the distribution of:
- normal block-by-block situations 3. Script Preparation Write text for each block. Use short, clear expressions that stimulate desire in reaching the goal quickly. 4. Illustrations Make illustrations for each block. Clearly present intended meaning for each block through its illustration.
- With 20 to 30 blocks in the game, avoid excessive complexity in any one block. Blocks allowing players to skip spaces for rapid progress toward the goal can be in bright colours, with blocks involving penalty set-backs in darker colours. Script preparation and illustration should proceed together. 5. Arrangement and Editing (1) Ensure that progression in the game and order of the blocks is logical, and that the game can be thoroughly enjoyed by players. Play the game a number of times to investigate its effectiveness.
a) Organize the game so that the winning player can reach the goal in about 10 minutes. 6. Preparing for Field-Testing (1) Prepare an instructor's manual. Explain clearly the method of play in the manual. (2) Make a copy of the game in its full size. Use dice. If dice are not available, they can be made using heavy paper or card stock. If religion or other customs prohibits the use of dice, devise another means of deciding on numbers to be followed in the progression of the game. For example, dice can be changed into pieces of papers numbering from 1 to 6, put into a glass or a can and shake. 7. Fleld-Testing
(1) Collect information concerning local conditions prior to testing. Before beginning the game, ensure that a relaxed atmosphere exists for players. It is effective to be prepared to award a simple prize to the winner, thereby enhancing the competitive nature of the game. (4) Solicit players' responses by interview or questionnaire
e.g. (5) Collate results of survey. 8. Revision to Draft Materials
(1) Analyze and interpret survey results. 9. Completion (on to printing) Sample of Evaluation Form for Game 1. Language a) Vocabulary ( ) very good b) Statement ( ) very good 2. Illustrations a) Attractive ( ) very good b) Informative ( ) very good 3. Content a) Functionality ( ) very good b) Understanding ( ) very good 4. Presentation a) Simplicity ( ) very good b) Interest ( ) very good
B. Card pick-up game Among card games such as (1) card pick-up, (2) card matching, and (3) card suit games like poker, the "card pick-up" game seems to be greatly effective in educational application. Features of Card Pick-up Game
a) This is an enjoyable game which can be repeatedly played without losing its appeal. Proverb Card Game (as an example of card pick-up game)
a) This card pick-up game is made up of "text cards" and "picture cards." Playing Procedure of Proverb Card Game
a) Picture cards are spread out on a table or the floor. If, for example, there are 30 text cards, then 30 picture cards will be used. 2. Simulation game A simulation is an abstraction or simplification of some real-life situation or process. In simulation, participants usually play a role that involves them in interactions with other people and/or with elements of the simulated environment. A business management simulation, for example, might put the participant into the role of production manager of an imaginary corporation, provide him or her with statistics about business conditions, and direct him or her to negotiate a new labour contract with the union bargaining team. Simulations can vary greatly in the extent to which they fully reflect the realities of the situation they are intended to model. A simulation that incorporates too many details of a complex situation might be too complicated and time-consuming for the intended audience. On the other hand, if the model is over-simplified it may fail completely to communicate its intended point. A well-designed simulation game provides a faithful model of those elements that are most salient to the immediate objective, and informs the instructor and participants about elements that have been simplified, abbreviated, or eliminated completely. A simulation game combines the attributes of simulation (role playing, a model of reality) with the attributes of a game (striving toward a goal, specific rules), It may be relatively high or low in the modeling of reality, and may or may not entail competition. |
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