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B&W BOARD GAME

  • Date Submission: 19 January 2024
  • School name: SMK SANZAC
  • Country: Malaysia
  • Team Leader : Wan Rafiq Bin Wan Mohd Zaini

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Project Summary

The proposed project involves the creation and implementation of an educational board game, inspired by MONOPOLY, to address the issues of misinformation and online scams within the community. With a budget of RM500, the project encompasses various key components. It begins with researching and developing educational content, followed by the design and prototyping of the board game. The budget allocates funds for graphic design, playtesting, documentation, and the production of instruction manuals. Launch and distribution, including marketing materials and potential transportation costs, are considered, along with provisions for training workshops and monitoring and evaluation activities. A contingency fund is also included. This comprehensive plan aims to utilize the allocated funds effectively to create an engaging and informative tool that fosters awareness of digital ethics and responsibilities among community members.

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Project Details

The project is designed to impact a diverse group of participants within the community with the goal of reaching a broad demographic range. They were many pupils ranging from different background. The demographic includes teenagers ranging from 14-16 year of age. The event was held on the 4th of January at Acess Centre in SMK SANZAC around 8 am where we gave a talk and promoted our game. Around 10 am we invited the participants and started setting up the place and begin playing around 11 am until 12 pm. Around 12.30 pm. we gave out the prizes to the winner of the competition.

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Photos and/or videos

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Expense/Financial Report

1. Materials and Production:

- Prototype development materials (paper, cardboard, etc.): RM50

2. Graphic Design:

- Software tools for graphic design: RM30

- Printing of game boards, cards, and other components: RM120

3.Playtesting:

- Printing additional prototypes for playtesting sessions: RM50

4.Documentation and Instruction Manual:

- Printing of instruction manuals: RM40

5. Launch and Distribution:

-Marketing materials (posters, flyers): RM30

- Transportation for launching events (if applicable): RM50

6. Training and Workshops:

- Printing of training materials: RM40

- Refreshments for training sessions: RM40

7. Monitoring and Evaluation:

- Surveys or feedback forms printing: RM20

8. Miscellaneous:

- Contingency fund for unexpected expenses: RM40

Total Amount: RM500

Note: It's essential to track expenses closely and consider negotiating discounts or seeking in-kind contributions to maximize the impact of the budget. Adjustments may be necessary based on specific needs and circumstances

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Challenges Faced

1. Balancing Educational Content and Game Enjoyment:

  • Strategy: Collaborate closely between the content development and game design teams.
  • Overcoming Challenge: Regularly assess and iterate on the game's content to

ensure a balance between educational objectives and enjoyable gameplay. Conduct focus groups to gather insights from potential players.

2. Limited Time for Playtesting

  • Strategy: Efficiently plan and conduct focused playtesting sessions.
  • Overcoming Challenge: Optimize the playtesting process by targeting diverse participant groups, collecting concise and valuable feedback, and iteratively refining the game during shorter intervals.

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Outcomes Achieved

1. Increased Knowledge: Participants will gain a deeper understanding of the consequences of misinformation and online scams, fostering critical thinking skills and a heightened awareness of responsible digital behavior.

2. Improved Decision-Making: The board game scenarios will empower participants to make informed decisions in navigating the digital landscape, equipping them with practical skills to identify and combat misinformation while safeguarding themselves against online scams.

3. Community Empowerment: By targeting a diverse demographic, the project aims to empower both students and community members to actively contribute to building a safer and more informed online community.

4. Open Dialogue: The interactive nature of the board game is expected to stimulate open discussions about digital ethics, promoting a culture of responsible online engagement within families, schools, and the broader community.

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Feedback

  1. 8/10 found the game interesting
  2. Game was fun and enjoyable fore most
  3. Enjoyed playing with friends
  4. Learned online etiquette
  5. Will be able to use the information used in the game for real life situations

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Lessons Learned

This project has been a valuable journey, providing numerous insights and lessons learned along the way. Personally, it reinforced the significance of creativity in educational initiatives. Crafting an engaging board game to address complex issues like misinformation and online scams demonstrated the power of gamification in promoting learning. Through the process, I gained a deeper appreciation for the challenges associated with designing content that caters to diverse demographics, ensuring accessibility and relevance for participants with varying levels of digital literacy. Moreover, the project underscored the importance of adaptability. The iterative nature of the design and playtesting phases highlighted the need to be responsive to feedback, tweaking elements to enhance the game's effectiveness. It also emphasized the critical role of community engagement. The success of the project hinges not only on the board game itself but on the active involvement of educators, facilitators, and participants in workshops and training sessions. Reflecting on the experience, there's recognition that continuous monitoring and evaluation are essential for long-term impact. This project serves as a starting point, and ongoing assessment will be crucial to refining the board game, ensuring its sustainability, and measuring the lasting effects on participants' digital literacy and behavior.

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Conclusion

As we conclude this project aimed at addressing misinformation and online scams through an innovative educational board game, the overall takeaway is a sense of accomplishment and the recognition that creative approaches to learning can have a meaningful impact. The project underscored the importance of adapting traditional educational methods to capture the interest of a diverse community, fostering increased awareness of digital ethics and responsibilities. Special appreciation goes to the participants, educators, and community members who actively engaged in the workshops and playtesting sessions, contributing valuable insights and feedback.This project has been a testament to the power of community-driven initiatives in building a more informed and resilient society. Moving forward, the lessons learned from this experience will inform future endeavors, emphasizing the ongoing need for creativity, adaptability, and community involvement in addressing contemporary challenges. The journey doesn't end here; rather, it marks a stepping stone towards a more digitally literate and responsible community.