Game details

Nutrichamps

Nutrichamps

1 1 - 12 | 20 min to 1h
Physical | Paid
Playable version without monitoring

Description

Nutrichamps est un jeu pédagogique dès 8ans, créé par Marion Asplanato diététicienne. Avec 264 cartes questions-réponses, réparties en 6 items, le jeu est adapté à tous, idéal pour apprendre en s’amusant. De nombreuses thématiques: L’équilibre alimentaire, la composition des menus, les groupes d’aliments, l’environnement, le circuit-court de consommation, la saisonnalité des produits…et pleins d’autres sujets !

Practical information

Designer

ASPLANATO Marion

Structure

SAS Nutrichamps

Context

Context objective

Nutrichamps a pour but de sensibiliser à l’impact de l’alimentation sur la santé et l’environnement, promouvoir l’équilibre alimentaire et l’activité physique.

Use context

General public awareness

Number of players

1 — 12

Duration

20 min to 1h

Playable independently

Yes

Target facilitators

Children / Pupils

Teachers

Students

General public

Professionals and associations

Target players

Children / Pupils

Teachers

Students

General public

Professionals and associations

Academic level

Primary

Middle school

High school

Bac+2 (Associate)


Additional information

Food and human health

Nutritional composition of food

Taste discovery

Food waste

Food group

Dietary balance and human health

Environment

Biodiversity and ecosystems

Waste management

Impact on human health

Ecosystem preservation

Analog medium

Cards
Dice
games in which the die is the central element
Material
game made up of one element or of elements independent from one another (you can still play even if an element is missing)
Board

Accessibility

Physique — Payant

Action level

Individual
Community
System approach
Project area
Sector
Municipality
Department
Region
Country

Category

Question-and-answer game
Game for children

Sustainability dimension

Social

Facilitation resource

Rule book
Explanatory video

Objective

Provide knowledge and/or skills
Encourage reflection on the topic

Interaction

Asymmetric game
one against all.
Team game
game with at least four players (two in each team).

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

Choose
select, choose one option among several.
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.

Condition

Manage
check that the conditions required to trigger an action are met, whether you are allowed to perform the action or not. Example: checking whether you have enough money to buy a property in Monopoly or whether you have the key to open a door in an escape game or a video game.

Affective skills

Cooperation

Cognitive skills - Knowledge application

Matching (associating elements that belong together)
Calculation
General knowledge
Seriation (ordering)

Cognitive skills - Judgement

Sorting (choosing elements by criterion from a set)

Functional skills

Memory
Reflection
Representation

Language skills

Bluff
Communication
Vocabulary
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