Simple Solutions to Complex Problems Board Games

snakes and ladders

it’s a game everyone knows and loves

originally called moksha pratam in north

india it was created in the 2nd

century a.d and focuses on a life

journey

complicated by virtues which are the

ladders and vices which are the snakes

the game focuses on identifying your

goal accepting outcomes

keeping on moving and controlling the

risk and not the reward

indeed people pray not to land on a

snake rather than praying to land

on a ladder it was popularized in 1943

by milton bradley who’s the pioneer of

the board game industry

and he commercialized this in the uk and

the us

and snakes and ladders really predates

any formal system of

language education politics and even

common law initially it was meant to

reinforce the teachings of hinduism

in a practical way without having to

resort to physical books

and designed to teach and communicate

through experience

so the question was can snakes and

ladders actually influence behavior and

can board games

influence behavior so a study last year

by professor mitsuhiro naco

looked at this very phenomenon in a

randomized control experiment

comparing teaching through traditional

methods as well as teaching

through board games that promoted health

education

he found that over two-thirds of

participants had a higher

knowledge-based test score

three months after this intervention so

the next question was

how can we leverage that concept to

bring

key education to those who need it most

meet victor otinea a 14 year old from

nairobi in kenya his parents live on

around 400 kenyan shillings a day

it’s about three pounds and his

attendance record at school

is less than 20 due to the inability of

his parent

to pay regular school fees he studies at

gotoka primary school on the outskirts

of nairobi

to public school with about 120 pupils

focused on art english and maths as well

as teaching children

child care cooking and general exercise

so it’s focused on the core subjects in

the classroom

but sorely missing the physical social

and health education

that we fundamentally take for granted

in the western world

indeed pshe isn’t really a concept in

kenya it’s not part of the curriculum of

schools

in 2015 the kenyan government realized

this

and published a plan called the

education for all act

they identified key areas of improvement

they found

that students had inadequate knowledge

on values

and life skills there was indulgence in

risky behavior especially drug abuse

and negative peer pressure there were

those inadequate communication skills

and there was a lack of capacity

information and

role models that children could really

look up to

this all led to about 25 percent of

primary school-aged pupils

not even enrolled in school leading to

1.2 million

illiterate population drug abuse was the

key

issue the awareness rate was so low 20

of participants aged 9 to 15 understood

the dangers of drug abuse

alcohol cigarettes and cut which is

similar to speed

had positive associations in 73

of the student population and shockingly

the median age for the first

use of these drugs is just nine years

old

so this is charles masharia a trained

social worker in the uk

and a kenyan national he is a social and

academic counselor

for four schools in nairobi and in 2008

he started the mash foundation trust

focusing on sponsoring pupils throughout

the education system

in kenya he set up programs to empower

educate and support communities

especially orphans and vulnerable

children

in kenya and i’ve been working with

charles since 2013

as part of a program to bring

international volunteers out to nairobi

and teach life skills health safety

hygiene drug abuse education and morals

to children so we sat down after our

trip to kenya in 2013

and looked at how we can sustainably and

scalably teach

life skills and impart these learnings

to children

in a scalable fashion so we thought

let’s take a concept that everyone knows

so well and repurpose it for social

education

particularly on drug abuse so we adapted

well-loved

highly visible board games that children

already play in a social context

and infused a moral element to these

games

so we created ludo and snakes and

ladders with a difference and with a

purpose

it’s almost going back to the second

century concept of virtues and values

through

board games and stripping away the

commercialization

that’s happened in the following

centuries so here you can see our drug

abuse and healthy living ludo

and road safety snakes and ladders

created and printed locally in kenya

with the purpose of

leveraging board games to influence

behaviour

focusing on drug abuse to start with as

our target was to increase awareness and

promote positive

peer pressure and change that positive

association with hard drugs

we took the key findings from the

educator for rule report

focusing on the key areas of weakness

and mitigated those themes

through these board games focusing on

reinforcing good behavior

raising awareness of key issues and

teaching this in a fun

engaging way that students would

actually remember

and teaching through a collaborative

manner as opposed to just

talking so we got approval from the

ministry of education and did a limited

print

of these games that we then launched in

14 schools

around nairobi so once we got the

approval from the ministry of education

we then took these board games

out into schools we started with three

pilot schools

kachoka cassarani and gianchiro covering

over 300 students focusing on the ages

of 9 to 14.

we split children into groups of 5 to 6

and literally played board games with

them as a fun

and social activity we saw that kids

were extremely engaged as they loved the

concept

of having fun while they were learning

crucially

we followed up with schools and the

community after our pilot program

to see the impact and it was amazing

positive attitudes towards hard drugs

had dropped by 60

we found that peer pressure caused a

cyclical effect children now had role

models within themselves

and they were reinforcing their own good

behavior following the crowd

in a good way and among the adult

population we saw reverse teaching

kids were taking these board games home

and talking about their learnings

with their parents resulting in a 70

awareness increase in the adult

population on substance abuse

in these communities and therefore we

created a cyclical

a sustainable learning pattern that

covered generation to generation on the

dangers of substance abuse

through a very very simple concept we

didn’t need major socio-economic studies

we didn’t need a complex education

training regime we didn’t need to

overcomplicate the number of

stakeholders involved

we just took a very simple concept of

board games

to influence student behavior and in the

next year

we’re expanding this initiative out to

tanzania and uganda

as well as augmenting our board games

with additional topics

in particular focusing on hygiene and

hand washing

as leonardo da vinci once said many

years ago simplicity is the ultimate

form of sophistication

we took a very complex socio-economic

problem in kenya

broke it down into its fundamental

layers and created an initiative that

caused maximum

impact resources were simply not a

constraint for us

we just had to be smart in how to

utilize allocate and leverage what we

had at our disposal

to add value to the communities it’s

easy to be complicated

but simplicity is really an art and i

hope that this small initiative in board

games

has demonstrated how impactful that

ethos can be

thank you very much

you

蛇和梯子

这是一个每个人都知道和喜爱的游戏,

最初在印度北部被称为 moksha

pratam 它创建于公元 2

世纪,专注于一个复杂的人生

旅程

,美德是

梯子和恶习,

游戏专注于识别你的蛇

目标 接受结果

继续移动和控制

风险而不是奖励

确实人们祈祷不要降落在

蛇上而不是祈祷降落

在梯子上 它

由棋盘游戏行业的先驱米尔顿布拉德利于 1943 年推广

并商业化 这在英国和

美国

,蛇和梯子确实早于

任何正式的

语言教育政治体系甚至

普通法,最初它旨在

以实际的方式加强印度教的教义,而不必

求助于实体书籍

,旨在教授和

通过经验交流,

所以问题是蛇和

梯子真的会影响行为吗?

可以玩棋盘游戏吗?

因此,mitsuhiro naco 教授去年的一项研究

在一项随机对照实验中研究了这一现象,

比较了传统

方法的教学

和促进健康教育的棋盘游戏

教学,

他发现超过三分之二的

参与者有更高的

知识 -

干预后三个月的考试成绩,

所以下一个问题是

我们如何利用这一概念

为最需要的人提供关键教育以

满足来自肯尼亚内罗毕的 14 岁的 victor

otinea 他的父母生活在

大约 400 肯尼亚先令

一天大约三磅,

由于

他的父母

无法支付正常的学费,他在学校的出勤记录不到 20 他

在内罗毕郊区的 gotoka 小学学习

到公立学校,大约有 120 名学生

专注于艺术英语和 数学

以及教

儿童保育烹饪和一般锻炼,

因此它专注于核心主题 s

在课堂上,

但严重错过了我们在西方世界从根本上认为理所当然的体育社会

和健康教育

确实 pshe 在肯尼亚并不是一个真正的概念

它不是 2015 年学校课程的一部分肯尼亚

政府意识到了

这一点

并出版了 一项名为“

全民教育法案”的计划

他们确定了需要改进的关键领域

他们

发现学生

对价值观

和生活技能的了解不足 沉迷于

危险行为,尤其是吸毒

和负面同伴

压力 沟通技巧

不足,缺乏 能力

信息和

儿童真正可以

仰望的榜样 导致大约 25% 的

小学生

甚至没有入学 导致

120 万

文盲人口 吸毒是

关键

问题 知晓率如此之低 20

的 9 至 15 岁的参与者了解

药物滥用

酒精香烟和铜的危害

与速度相似的 t

在 73 名学生中产生了积极的关联

,令人震惊

的是,首次

使用这些药物的中位年龄仅为 9

岁,

所以这是英国受过训练的

社会工作者

和肯尼亚国民的 charles masharia

内罗毕四所学校的社会和学术顾问,2008 年,

他创办了 mash 基金会信托基金,

重点资助肯尼亚

整个教育系统的学生。

自 2013 年以来一直与查尔斯合作,

作为一项计划的一部分,该计划将

国际志愿者带到内罗毕

并向儿童教授生活技能、健康安全、

卫生、药物滥用教育和道德

,因此我们

在 2013 年肯尼亚之行后坐下来

研究我们如何以可持续的方式进行 并以可

扩展的方式教授

生活技能并将这些知识传授

给孩子们

,所以我们认为

让我们妥协

pt 众所周知,并将其重新用于社会

教育,

尤其是关于药物滥用的社会教育,因此我们改编

了孩子们已经在社交环境中玩的深受喜爱的高度可见的棋盘游戏,

并为这些游戏注入了道德元素,

因此我们创造了卢多、蛇和

梯子 有区别,有

目的,

它几乎可以通过棋盘游戏回到二

世纪的美德和价值观概念,

并剥离

接下来几个世纪发生的商业化,

所以在这里你可以看到我们的药物

滥用和健康的生活鲁多

和道路安全蛇 以及

在肯尼亚本地创建和印刷的阶梯

,其目的是

利用棋盘游戏影响

以药物滥用为重点的行为,因为

我们的目标是提高认识并

促进积极的

同伴压力并改变

与硬性药物的积极联系

我们采取了关键发现 来自

规则教育者报告,

重点关注弱点和缓解的关键领域

d

通过这些棋盘游戏来强调这些

主题

并对这些游戏进行了有限的

印刷

,然后我们在内罗毕周围的 14 所学校推出了这些游戏,

所以一旦我们

得到教育部的批准,

我们就将这些棋盘

游戏带入学校,我们从三所

试点学校

kachoka cassarani 和 gianchiro 开始,

覆盖 300 多个 专注于

9 至 14 岁的学生。

我们将孩子分成 5 至 6 岁的小组,

并与他们一起玩棋盘游戏,

这是一种有趣

的社交活动

学习

至关重要,

我们在试点计划后跟进了学校和社区,

以查看影响,这太棒了

对硬性毒品的积极

态度下降了 60

我们发现同伴压力造成了

周期性影响 现在孩子们在自己身上树立了榜样

,他们

以一种很好的方式加强了自己的良好行为,在成年人中,

我们看到了反向教育

孩子 将这些棋盘游戏带回家

并与父母讨论他们的学习

成果,从而提高了 70 名

成年人对

这些社区中药物滥用的认识,因此我们

创建了一种周期性

的可持续学习模式,

让一代又一代人了解

药物的危害

通过一个非常简单的概念滥用 我们

不需要主要的社会经济研究

我们不需要复杂的教育

培训制度 我们不需要使

涉及的利益相关者的数量过于复杂

我们只是采用了一个非常简单的

棋盘

游戏概念 影响学生的行为,

明年

我们将把这项计划扩展到

安桑尼亚和乌干达

,以及增加我们的棋盘游戏

,特别关注卫生和

洗手,

正如列奥纳多·达·芬奇多年前所说的那样,

简单是复杂的终极

形式,

我们在肯尼亚解决了一个非常复杂的社会经济

问题,

打破了它 深入到它的基础

层面,并创建了一个能

产生最大

影响的计划 资源对我们来说根本不是一个

限制,

我们只需要聪明地

利用分配和利用

我们拥有的东西

来为社区增加价值,这

很容易成为 复杂

但简单真的是一门艺术,我

希望这个棋盘游戏的小举措

已经证明了这种

精神的影响力

非常感谢你