Game details

L'intrépide anguille

L'intrépide anguille

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

Description

"jeu de plateau. Le joueur se déplace à l'aide d'un pion et d'un dé sur un parcours correspondant au parcours réalisé par les anguilles tout au long de leur cycle de vie. A case où arrive le joueur, il doit répondre à une question à choix multiples posée par l'animateur (réponse au dos de la carte). but : découvrir le cycle de vie de l'anguille, connaissances sur l'anguilles ( reproduction, à divers stade de développement, écologie...)"

Practical information

Designer

MANICKI Aurélie

VIGNON Matthias

Structure

INRAE

Context

Context objective

éducation à la science et à l'environnement

Use context

General public awareness

Number of players

2 — 12

Duration

20 min to 1h

Playable independently

Yes

Target facilitators

Researchers

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

Size

Medium space (several tables)

Analog medium

Board

Accessibility

Physique

Action level

Individual

Category

Track and race game
Question-and-answer game
Game for children

Objective

Provide knowledge and/or skills
Encourage reflection on the topic

Interaction

Team game
game with at least four players (two in each team).

Gameplay type

Play-based

Family

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

Knowledge

Knowledge
a body of reproducible knowledge or abilities

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

Functional skills

Reflection

Language skills

Vocabulary
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