Game details

Game of Water

Game of Water

1 5 - 10 | 1h to 2h
Print & Play | Free
Medium space (several tables)
Playable version without monitoring

Description

Practical information

Designer

EUGENE Florence

TAGLIAFERRO Amélie

Context

Context objective

découverte de l'aquaculture et de la gestion d'entreprise

Use context

General public awareness

Number of players

5 — 10

Duration

1h to 2h

Playable independently

No

Target facilitators

Teachers

Target players

Students

Academic level

High school

Context objective

Révision de fin d'année

Use context

Teaching and training

Number of players

5 — 10

Duration

1h to 2h

Playable independently

No

Target players

Students

Academic level

High school

Bac+2 (Associate)

Bac+5 (Master's)


Additional information

Agriculture

Animal welfare

Administrative management

Interactions between farms

Animal health

Ecosystem service

Transitions

Livestock farming

Territorial development

Stakeholder conciliation

Conflict between users

Environment

Climate change

Water management

Ecosystem preservation

(Agro-)ecological transition

Size

Medium space (several tables)

Analog medium

Cards
Dice
games in which the die is the central element
Pieces or tiles
inseparable elements in the form of pieces, like jigsaw puzzles, or tiles, like dominoes
Board

Accessibility

Print & Play — Gratuit

Action level

Individual
Farm
Agricultural group
Project area
Sector
Municipality

Category

Communication and coordination game (including negotiation)
Management game
Strategy game
Symbolic game (including role-playing, simulation)
these are the games that let you experience a situation

Objective

Provide knowledge and/or skills
Foster stakeholder conciliation
Encourage reflection on the topic

Interaction

Cooperative game
this type of game involves several players. Each player must interact with the others to develop a shared strategy in order to win the game together.

Gameplay type

Play-based

Family

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
Interpersonal skills
behavioural skills, referring to personal qualities

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.
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.

Cognitive skills - Knowledge application

Matching (associating elements that belong together)
Calculation
Construction

Cognitive skills - Judgement

Evaluation
Management
Risk-taking

Functional skills

Reflection
Representation
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