Year
2025
Project
Educational Board Game

Problem
Solution
Who has never felt trapped in a classroom? Dreaded a test? Or maybe just not engaged with whatever was going on?
Maybe you're just a maverick student, but most students have suffered from these issues, and the truth is that it's not only understandable, it's expected.
Teaching methods haven't been made interesting, they don't provide feedback nor fast nor frequently enough. This leads to disengagement and slower learning. Students are also socialising less with another, there's a loneliness epidemic.
Games are extremely good at providing near instant and frequent feedback, they're also one of the main ways we as humans interact with one another. So why don't we try bringing them in?
There are two audiences suffering from these issues: Students and Teachers.
Students who feel disengaged from classes are more to perform poorly. Teachers who feel like they can't reach their students are also more at risk of underperforming. It's an endless loop.
So I opted to interview the people who spend the most time with them, often more than their parents: their teachers. So, what did they have to say?
Students are having trouble focusing and dealing with frustration
Students aren't interacting with each other as much as they used to
Teachers lack support from schools to implement new teaching methods
Students are too dependant on technology and its affecting their critical thinking skills
To better understand students needs and wants I conducted a participatory session with students where they had to build their own games or stories.
The projects students developed, the conversations that were had and even the observation of the classroom environment provided significant insights for further project development.
The project resulted in a collaborative engine-building card game about sustainability for 8th graders.
Players manage resources, build infrastructure for energy/food, and handle pollution. The design process was iterative, starting with a core concept and refining it through multiple rounds of testing and feedback to improve mechanics, balance, and user experience.
Collaboration was a key part of the game, as teachers showed great worries about students' interpersonal skills, and a collaborative game would provide a platform for them learn to effectively communicate their ideas.
The game evolved through several testing and iteration loops. Early tests revealed issues like potential unplayable states and unbalanced elements, leading to rule adjustments, improved resource utility, and the introduction of round-based objectives and turn limits. Feedback from child psychologists influenced changes to improve cooperation, while testing with target users informed adjustments to pacing and balance.
Problem:
Unplayable game states due to lack of available structures or necessary Extraction cards.
Changes:
Introduced a 'reroll' mechanic for available structure cards and had players start with all Extraction cards in hand.
Problem:
Unbalanced Structures and limited utility of Water.
Changes:
Adjusted costs and energy generation for some structures and made generating food cost Water to increase its usefulness
Problem:
Players skipping turns to avoid pollution due to unlimited turns to complete the goals
Changes:
Implemented round objectives requiring players to generate a certain amount of food and energy per round within a turn limit
Problem:
Players spamming structure activation instead of building.
Changes:
Limited structure activation to once per round to encourage building.
Problem:
Using up a whole turn made sending resrources too punishing. Resulting in less collaboration.
Changes:
Changed sending resources to happen at the end of a turn, adding a small pollution cost per resources sent.
Problem:
Few ways for strategic collaboration.
Changes:
Added the option for players to swap extraction cards at the start of their turn.
Problem:
Games were taking too long to finish.
Changes:
Reduced the number of rounds from five to three.
Problem:
Unbalanced difficulty curve (first round too hard, later too easy).
Changes:
Increased the number of turns in the first round while decreasing turns in subsequent rounds.
Final testing with 8th-grade students showed promising results. Surveys indicated good usability and positive impact on learning about sustainability. Crucially, the game was highly successful in promoting communication and collaboration among players, who actively strategized together. Key areas for improvement identified were game pacing, the balance/utility of certain game elements, and the desire for more individual agency.
Player Enjoyment
4/5
Increased Interest in Sustainability
4,3/5
Increased Understanding of Sustainable Development
3,6/5
Player Communication
5/5
SUS Score (System Usability Survey)
72 ,5/100
Notes:
Player interest and knowledge about the field increased as expected according to former studies
The collaborative nature of the game was very successful in encouraging player communication.