Adapting Design Thinking to Define and Develop a Non-Digital Educational Game in Risk Management
Abstract
An alternative to traditional teaching is the use of educational games that can motivate students. However, there are still difficulties in the development of educational games when selecting their content and when designing their dynamics. This paper presents the experience report of the adaptation of the design thinking methodology in the development process of the non-digital educational game: Risking (Arriscando). Design Thinking combines the focus on the end user with multidisciplinary collaboration and iterative improvement to produce innovative products. A course content analysis was applied to define the subject of the game, as well as brainstorming and validation meetings with the students.
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