AN ANALYSIS OF THE LEARNING POTENTIALS OF EDUTAINMENT BOARD GAMES

Authors

  • Mette Grøndahl Hansen
  • Lise Grauenkær Jensen
  • Stine Kromann-Larsen
  • Martha Topperzer
  • Stine A. Vikkelsø

Abstract

How can a board game be designed as an alternative educational material to supplement strategic health communication? Soul Buddyz -in South Africa- is based on an edutainment strategy and uses different popular media channels to address different health issues. Within this framework, the authors explore how a board game can be used as a dialogical media tool to promote behaviour change and change social norms. Preliminary findings conclude that the following elements should be present in the design of a board game: easy understandable rules, the right balance between entertainment and education, promotion of dialogue, motivational space for constructivist learning, both self and collective efficacy, and motivation based on self-improvement.

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Published

2006-09-01

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Section

Articles