Gamebox 2.0

PROJECT TYPE

  • UEMC Educational Innovation Project (PIE9-1819)

DURATION

  • From 1/10/2018 to 30/06/2019

CONTACT PERSON

Gamebox 2.0
PARTNERS (Click to expand)

Partners

UEMC Educational Innovation Project performed by:

Azael J. Herrero

Elvira Jensen Casado

Sonia Garrote Fernández

Miriam Herrero Martín

Beatriz Acero González

Description

DESCRIPTION (Click to expand)

This project aimed to assess the impact of board games on the development of generic competences among UEMC students. Specifically, it sought to work on competences such as creativity, decision-making, leadership, and teamwork through game sessions and the creation of board game prototypes designed by the students themselves. It also included a workshop on crowdfunding to teach students funding methods for their projects.

The methodology was developed in three phases. First, participants were selected through introductory talks and with the involvement of the Employment and Career Centre. Then, weekly board game sessions were held between October and March, during which students interacted in rotating groups to try out different games while researchers assessed their competences. Afterwards, the students took part in a seminar on board game design and another on crowdfunding, culminating in the team-based creation of a game. Finally, a Pandemic Survival tournament was held on UEMC Day.

RESULTS (Click to expand)

Results

After the game sessions, significant improvements were observed in key competences such as decision-making, teamwork, interpersonal skills, and leadership. The students showed greater ability to plan, collaborate, and take the lead within their groups.

The board game design seminar and the crowdfunding workshop were well received, and the students actively participated in the creation of board game prototypes, which fostered creativity and entrepreneurship. In addition, the Pandemic Survival tournament, held on UEMC Day, was a success and became established as an activity that encourages participation and teamwork. Overall, the project demonstrated that board games are an effective tool for developing transversal competences in the university context.

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