Game details

Super Mario Truite

Super Mario Truite

1 1 - 2 | 0 to 20 min
Physical
Small space (1 table)
Playable version without monitoring

Description

"Le joueur est une truite et se déplace pour manger le plus d'invertébrés possible. Deux modalités ont lieu au cours du jeu: fort courant ou faible courant. Un compteur enregistre le gain d'énergie de la truite en fonction du nombre de proie(s) mangée(s) et de la dépense énergétique réalisée face au courant. but : aborder les stratégies /comportements de la truite en fonction de l'environnement pour sa survie.(équilibre gain et perte d'énergie)"

Practical information

Designer

TENTELIER Cédric

Structure

INRAE

Context

Context objective

éducation à la science et à l'environnement

Use context

General public awareness

Number of players

1 — 2

Duration

0 to 20 min

Playable independently

No

Target facilitators

Researchers

Target players

General public

Academic level

Primary


Additional information

Environment

Biodiversity and ecosystems

Climate change

Size

Small space (1 table)

Digital medium

Software / App

Accessibility

Physique

Action level

Individual

Category

Strategy game
Game for children
Symbolic game (including role-playing, simulation)
these are the games that let you experience a situation
Video game

Objective

Provide knowledge and/or skills
Encourage reflection on the topic

Interaction

Solo game
the player plays alone, with no interaction with other people.

Gameplay type

Play-based

Family

Message game
convey a message (educational, persuasive or about a communication strategy).
Simulation game
provide a representation of real life in which scenarios and/or phenomena can be studied.

Knowledge

Knowledge
a body of reproducible knowledge or abilities

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.
Shoot
shoot in every sense of the word, whether shooting at a target, jumping (propelling your character upwards) or striking.

Cognitive skills - Knowledge application

General knowledge

Cognitive skills - Judgement

Tactics (short term, actions taken at a given moment)

Functional skills

Dexterity
Logic
Speed
Reflection

Language skills

Vocabulary
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