Game details

Rami Fourrager

Rami Fourrager

1 2 - 10 | 2h to 3h
Small space (1 table)
Playable version without monitoring

Description

Le Rami Fourrager® est un jeu original pour alimenter la réflexion collective sur la conception et l'adaptation des systèmes fourragers.

Practical information

Designer

DURU Michel

FELTEN Benoît

MARTIN Guillaume

MOREAU Jean-christophe

PIQUET Mathilde

Structure

INRAE

Context

Context objective

Conseil et animation de groupes d'agriculteurs

Use context

Stakeholder support / help with action

Number of players

2 — 10

Duration

2h to 3h

Playable independently

No

Target facilitators

Teachers

Target players

Farmers / Breeders

Academic level

High school

Bac+2 (Associate)

Bac+5 (Master's)

Context objective

Enseignement

Use context

Teaching and training

Number of players

2 — 10

Duration

2h to 3h

Playable independently

No

Target players

Students

Academic level

High school

Bac+2 (Associate)

Bac+5 (Master's)


Additional information

Agriculture

Annual crop rotation

Meadows

Cropping system

Transitions

Livestock farming

Size

Small space (1 table)

Analog medium

Cards
Board

Action level

System approach
Farm

Category

Assembly game (including arrangement, puzzle, brainteaser)
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

Facilitation resource

Training
Rule book

Objective

Provide knowledge and/or skills
Foster the design and/or implementation of practices
Encourage reflection on the topic

Gameplay type

Play-based

Family

Training game
improve the players' cognitive or physical abilities.
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.
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.
Transform
modify an element, that is, a characteristic of an object or the object itself, into another.

Result

Create
generate elements, make them appear on the game interface. The goal is to create an element.

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

Arrangement (fitting together)
Matching (associating elements that belong together)
Calculation
Construction
Seriation (ordering)
Strategy (long term, long-term vision)

Cognitive skills - Judgement

Combination (associating elements without necessarily a link)
Evaluation
Management
Sorting (choosing elements by criterion from a set)

Functional skills

Imagination
Logic
Reflection
Representation

Language skills

Communication
Diplomacy
Vocabulary
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