Game details

Le fabuleux voyage du saumon

Le fabuleux voyage du saumon

1 2 - 12 | 20 min to 1h
2 2 - 30
Physical
Medium space (several tables)
Playable version without monitoring

Description

"jeu de plateau façon jeu de l'oie. Le joueur est un alevins qui doit regagner l'océan pour grandir. ou un saumon adulte qui doit retourner en rivière pour se reproduire. Il doit faire face à toutes les embuches que rencontre un saumon dans son environnement (température, crues, barrages, pêche, prédateurs...) but du jeu : connaitre le cycle de vie du saumon, aborder les effets environnementaux et humains sur sa survie."

Practical information

Designer

MANICKI Aurélie

GIRARD Alain

Context

Context objective

éducation à la science et l'envirronement

Use context

General public awareness

Number of players

2 — 12

Duration

20 min to 1h

Playable independently

Yes

Target players

Children / Pupils

Academic level

Primary

Context objective

enseignement

Use context

Teaching and training

Number of players

2 — 30

Duration

20 min to 1h

Playable independently

Yes

Target players

Children / Pupils

Students

General public

Academic level

Primary

Middle school

High school

Bac+2 (Associate)

Bac+5 (Master's)


Additional information

Environment

Biodiversity and ecosystems

Climate change

Size

Medium space (several tables)

Analog medium

Board

Accessibility

Physique

Action level

Individual

Category

Game of chance
Track and race game
Game for children

Facilitation resource

Rule book

Objective

Provide knowledge and/or skills
Encourage reflection on the topic

Interaction

Competition game
this type of game involves three or more players. Each one aims to win the game before the others.
Team game
game with at least four players (two in each team).

Gameplay type

Game-based

Family

Message game
convey a message (educational, persuasive or about a communication strategy).

Knowledge

Knowledge
a body of reproducible knowledge or abilities

Competition

Racing competition game

Objective

Reach
achieve a goal set at the start of the game, reach a given outcome. Example: no longer having any cards in hand in Uno.

Means

Move
move the piece that represents you or other pieces. Example: moving your avatar in a video game or moving your token in a board game.
Randomize
bring chance into the game, resolve a situation by relying on randomness. Example: spinning a wheel to get a result or drawing a card from a deck.

Cognitive skills - Knowledge application

General knowledge

Language skills

Vocabulary
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