Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together

This publication is the first of the Innovation in Practice case-studies series produced by the SWM Programme, including technical, social, legal and institutional innovations. The first case study focuses on the partners (FAO, WCS, CIFOR-ICRAF and CIRAD) development and testing of innovative no-tech or low-tech games. Each needed to be simple and relatively quick to play, require only locally available and low cost materials, and be appropriate for players with low levels of literacy and numeracy, with little or no experience with multiplayer and role-playing games. These games can be played without technology, but they do not preclude the use of smart phones or laptop computers to capture and analyze the outcomes generated by the players. Role-playing games are fun, engaging and valuable for social learning where communities can devise strategies and learn to avoid undesired outcomes.This first case study is going to walk you through the different games developed and played in the different sites, unrevelling the importance of communities to take part in those and lessons learnt.

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Bibliographic Details
Main Author: FAO;
Format: Brochure, flyer, fact-sheet biblioteca
Language:English
Published: FAO ; 2024
Online Access:https://openknowledge.fao.org/handle/20.500.14283/cc9722en
http://www.fao.org/3/cc9722en/cc9722en.pdf
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spelling dig-fao-it-20.500.14283-cc9722en2024-04-09T10:36:22Z Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together FAO; This publication is the first of the Innovation in Practice case-studies series produced by the SWM Programme, including technical, social, legal and institutional innovations. The first case study focuses on the partners (FAO, WCS, CIFOR-ICRAF and CIRAD) development and testing of innovative no-tech or low-tech games. Each needed to be simple and relatively quick to play, require only locally available and low cost materials, and be appropriate for players with low levels of literacy and numeracy, with little or no experience with multiplayer and role-playing games. These games can be played without technology, but they do not preclude the use of smart phones or laptop computers to capture and analyze the outcomes generated by the players. Role-playing games are fun, engaging and valuable for social learning where communities can devise strategies and learn to avoid undesired outcomes.This first case study is going to walk you through the different games developed and played in the different sites, unrevelling the importance of communities to take part in those and lessons learnt. 2024-04-09T10:36:22Z 2024-04-09T10:36:22Z 2024 2024-04-08T14:25:46Z Brochure, flyer, fact-sheet https://openknowledge.fao.org/handle/20.500.14283/cc9722en http://www.fao.org/3/cc9722en/cc9722en.pdf English FAO 16 p. application/pdf FAO ;
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databasecode dig-fao-it
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libraryname David Lubin Memorial Library of FAO
language English
description This publication is the first of the Innovation in Practice case-studies series produced by the SWM Programme, including technical, social, legal and institutional innovations. The first case study focuses on the partners (FAO, WCS, CIFOR-ICRAF and CIRAD) development and testing of innovative no-tech or low-tech games. Each needed to be simple and relatively quick to play, require only locally available and low cost materials, and be appropriate for players with low levels of literacy and numeracy, with little or no experience with multiplayer and role-playing games. These games can be played without technology, but they do not preclude the use of smart phones or laptop computers to capture and analyze the outcomes generated by the players. Role-playing games are fun, engaging and valuable for social learning where communities can devise strategies and learn to avoid undesired outcomes.This first case study is going to walk you through the different games developed and played in the different sites, unrevelling the importance of communities to take part in those and lessons learnt.
format Brochure, flyer, fact-sheet
author FAO;
spellingShingle FAO;
Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
author_facet FAO;
author_sort FAO;
title Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
title_short Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
title_full Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
title_fullStr Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
title_full_unstemmed Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
title_sort play more, live better! using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
publisher FAO ;
publishDate 2024
url https://openknowledge.fao.org/handle/20.500.14283/cc9722en
http://www.fao.org/3/cc9722en/cc9722en.pdf
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