Game summaryThis board game is especially suitable for children aged 6 to 15 years. The main objective of this board game is to test children's knowledge mainly on four (4) different categories which are General Knowledge, Food, Language and Entertainment. Their ability will be tested in answering the questions posed during the board game. Children will have to answer the questions based on where they landed. To play this game, children will need 2 game boards, 1 nine-sided die, 8 avatars i.e. 4 cones and 4 coins, penalty cards, probability cards, 1 set of question and answer sheets as well as 1 set of game manual . The gameplay can be simplified as follows. If the player is able to answer the question correctly, they are allowed to step forward and take a chance card and move/act accordingly. If the player does not answer the question, stays where he originally stood too long and is not allowed to take a step forward, the player is also required to take a penalty card and move/act accordingly. The game ends when someone reaches the end of the board and wins the game or when the game master has run out of questions in any of the categories and the player who is closest to the goal wins the game. The winner of the game is given only one chance to punish the player furthest from the goal line in any (non-harmful) manner the winner sees fit. Definition of Theories and Techniques There are numerous theories and techniques that have been used in the design of this game. An example will be self-efficacy, a concept from social cognitive theory. The concept of self-efficacy was developed from a broader dimension: the central part of the questions and the unconditional stimulus is the penalty (Gershoff, 2002). But we must understand that the unconditional stimulus is what actually leads to acquisition. Once the conditioned stimulus and the unconditioned stimulus are paired repeatedly, the conditioned stimulus will activate the response and will subsequently be known as the conditioned response (Watson J., 1920). Operant conditioning also known sometimes as instrumental conditioning is a learning methodology that occurs through punishments or rewards in behaviorism. Operant conditioning links an individual's behavior with punishments and rewards for a certain behavior. This theory of operant conditioning by Skinner suggests that internally occurring motivations and thoughts should not be used to define behaviorism but should look at the external causes of human behavior (Skinner, 1974).
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