ArticleDiscover education2025
Cards, cubes, and collaboration: a case study of the development of an educational board game.
Article in Discover education, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
- Adolescents' knowledge of and confidence in vaccines improves with board game play.Discover education · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
Abstract
Games are a powerful tool for learning, offering unique benefits for student engagement, particularly when addressing complex or challenging topics. The general public's understanding of how vaccines are made is limited and the general public is unaware of the comprehensive research, development, and safety measures that are inherent in vaccine development. As such, we created a new educational game to address this knowledge gap. This case study examines the development process of an educational board game designed to enhance public understanding of vaccine development. The game, titled N.O.V.E.L.-Newly Observed Variant of Extreme Lethality, was created using a modified Backward Design methodology to align gameplay with specific educational standards and learning objectives. Designed for 2-4 players aged 10 and up, the cooperative game challenges participants to conceptually research a novel pathogen, develop an effective vaccine prototype, conduct animal testing and clinical trials, and distribute the vaccine-all while managing the spread of the disease. This case study details the iterative design process, including research and consultation with vaccine development experts, game prototyping, playtesting, refinement, and production. A key focus was balancing educational content with engaging gameplay mechanics to ensure both learning effectiveness and player enjoyment. Additional considerations such as original art, graphic design, teacher resources, alignment to educational standards, and animated videos were integrated to support accessibility and engagement in a classroom setting. The findings from this development process highlight best practices for designing educational board games and offer insights into how game-based learning can be used to communicate complex scientific concepts. Supplementary Information: The online version contains supplementary material available at 10.1007/s44217-025-00472-z.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.