Evidence map›Paper›PMID 40191832›Full record

ArticleDiscover education2025

Cards, cubes, and collaboration: a case study of the development of an educational board game.

Brinley Kantorski, Kelly Bruzdewicz, Sarah Will, John A Pollock

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Brinley KantorskiDepartment of Biological Sciences, School of Science and Engineering, Duquesne University, 600 Forbes Ave., Pittsburgh, PA 15282 USA.
Kelly BruzdewiczThe Partnership in Education, Duquesne University, Pittsburgh, PA USA.
Sarah WillThe Partnership in Education, Duquesne University, Pittsburgh, PA USA.
John A PollockDepartment of Biological Sciences, School of Science and Engineering, Duquesne University, 600 Forbes Ave., Pittsburgh, PA 15282 USA.ORCID 0000-0001-6602-3676

Funding

Supplement: Partnerships for Prevention: A plan for managing student stress, anxiety, and pain through interactive media.R25GM132910 · NIGMS · DUQUESNE UNIVERSITY · PI POLLOCK, JOHN ARCHIE · 2019 to 2023
$1.6M
NIGMS NIH HHS R25 GM132910
6 · The paper itself

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.

Indexed as

Educational gamesGame designSerious gamesVaccine education

Identifiers

PMID40191832
PMCPMC11968499

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

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.