ERIC Number: ED665406
Record Type: Non-Journal
Publication Date: 2024
Pages: 12
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: N/A
Available Date: N/A
Educational Board Game for Improving Empathetic Mind and Communication
Samoekan Sophonhiranrak; Putthachat Angnakoon; Sarunwit Promsaka Na Sakonnakron; Yada Atanan; Tida Tubpun
International Association for Development of the Information Society, Paper presented at the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA) (21st, Zagreb, Croatia, Oct 26-28, 2024)
The Friedrich Naumann Foundation and the King Prajadhipok's Institute in Thailand created the educational board game PeaceSoCracy, based on the online game available on the Tabletopia platform. The purpose of this board game is to encourage non-violent communication and an empathetic mind. Each process in the game play delivers more than just communication skills. Furthermore, playing educational board games means more than just following the rules; it also gives players the opportunity to experience and learn various lessons and skills. This research study examined players' learning experiences, decision-making skills, opinions, attitude, perspective, social skills, and communication skills that came from playing the PeaceSoCracy board game both online and offline. The research methodology employed qualitative research, which involved interviewing participants about their opinions and observations during the play session. In this study, 18 undergraduate students participated in face-to-face (F2F) sessions, and five undergraduate students played both F2F and online platforms. The observation and interview phases employed thematic analysis. The results indicated that the participants reported distinct differences in their experiences when playing in face-to-face (f2f) sessions compared to the online platform (via Tabletopia), especially the emotional engagement and interpersonal interaction. Moreover, players utilized a variety of skills in each phase, including creative thinking, problem solving, and communication, while the facilitators could potentially influence the play session by providing encouragement, guidelines, rules, and monitoring questions and answers. Furthermore, the players understood each other through communication and had an empathy mindset. [For the full proceedings, see ED665357.]
Descriptors: Educational Games, Interpersonal Communication, Empathy, Communication Skills, Interpersonal Competence, Skill Development, Decision Making, Student Attitudes, Program Effectiveness, Undergraduate Students, In Person Learning, Electronic Learning, Interaction, Peace, Foreign Countries
International Association for the Development of the Information Society. e-mail: secretariat@iadis.org; Web site: http://www.iadisportal.org
Publication Type: Speeches/Meeting Papers; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Thailand
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Author Affiliations: N/A