AN ANALYSIS OF THE LEARNING POTENTIALS OF EDUTAINMENT BOARD GAMES
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.