GREAT Case Study GCS7: Prosper

Read full text
Authors: Dai Griffiths, Byron John Bunt, Daniel Burgos, Deon Van Tonder, Dorothy Joy Laubscher, Joaquín Alonso Andaluz, Lance R Bunt, Natalia Padilla-Zea
Cited by: 0

Abstract

A case study is described, carried out within the GREAT project, co-funded by the European Union and UK Research and Innovation. A physical card game, ‘Prosper’, was adapted to gather citizens' views of the Sustainable Development Goals, and to develop players' self-directed learning. The game was implemented in the DiBL platform and extended to support collaborative game play. The game was used with students at North-West University in South Africa. Telemetric data was obtained from the DiBL server, interviews were conducted with students, and quantitative data was gathered using the Self-directed Learning Instrument. Quantitative results showed gains in meta-cognitive skills. Qualitative results showed that the game was well received by participants who found it to be fast-paced and emotionally engaging, with positive attitudes to collaborative activities and insight gained into the Sustainable Development Goals. Triangulation with gameplay provided insight into players' views, and these were submitted to the Department of Forestry, Fisheries and the Environment of South Africa, who provided feedback for the players.

Fields of Study & Subjects

Educational Games and Gamification Innovative Teaching and Learning Methods Innovative Teaching Methodologies in Social Sciences

Publication details

Journal / source
Zenodo (CERN European Organization for Nuclear Research)
Publication date
16 January 2026
Language
EN