The objective of the project was to look at alternative media to aid active learning, engagement, and play-based learning methods for maximum student participation.
Designing physical games for students on water-related topics is part of the Environmental Sciences curriculum from school textbooks. These games are with the intent of imparting learning and awareness of water usage, conservation, and management. Primary and secondary school textbooks of Maharashtra State Board were referred to along with SSRD Summer Camp (School Science Research & Development) project reports. Based on the research and insights, 'Card Games' were designed for the Indian Classroom Scenario.
The game "Full Tank" is an attempt to introduce the issues related to water conservation in one’s surroundings through play. In the game, students need to pay attention to their surroundings and identify ways in which water is being wasted or conserved. Meanwhile, 'Gram' is a strategy game that deals with teamwork and sharing of water resources in a simulated village scenario. It is a cooperative game where the focus shifts from individual actions to working together as a team towards a shared goal of making the Gram water-sufficient and facing the consequences of the actions taken together.
"Full Tank' and 'Gram' games are an attempt to provide comparisons and scenarios that put pressure on water resources, emphasize that water, though renewable, can deplete between actions that are water-conserving and water-wasting, and expose children to an array of activities. Much of daily life is inherently connected to the availability of water. As the scale of society grows, the perspective of dealing with water management changes accordingly. These games are an attempt to impart that learning via play.
Card Games, Curriculum Inspired, Environmental Sciences, Indian Classrooms, Water Management