Project Overview:


This board game is designed to make learning business and marketing concepts engaging and practical for students. By combining strategic gameplay with real-world scenarios, it allows players to explore marketing strategies, resource management, and decision-making in a competitive yet low-risk environment. The game bridges the gap between theory and practice, fostering deeper understanding and hands-on learning.






[Industry]


Game & Education


[My Role]


Co-Designer & Developer


[Timeline]


10/2024 - 12/2024


[Tool]


Figma

[The Problem Space]

[Inspiration]

Students struggle to connect theoretical business concepts with practical applications. Traditional teaching methods often lack engagement and real-world relevance.

[Challenges]

Accessibility and Format
Problem: Time constraints limited us to an online version, reducing accessibility for schools lacking reliable device access.
Solution: Focused on an online version initially, with plans to develop a physical board game based on feedback.


Realistic Market Scenarios
Problem: Vague market demands confused players about objectives.
Solution: Created clear market types (High-Income, Mid-Income, Low-Income) with specific demands and rewards.


Replay ability
Problem: Limited Event Card variety reduced engagement.
Solution: Added diverse scenarios to enhance gameplay dynamics.


Complexity
Problem: Complex rules confused players.
Solution: Simplified scoring and clarified rules with visuals.


Design Event Card
Problem: They needed to reflect realistic scenarios, , and balancing engagement and educational goals
Solution: Tie to curriculum themes like sustainability or innovation, ensuring they remain both engaging and educational

[Key Learning]

  • Showcased teamwork, creativity, and problem-solving.

  • User feedback refined mechanics and enhanced learning.

  • Balanced entertainment with education.

  • Highlighted gamification’s classroom impact.


We drew inspiration from Paul Gee’s Social Semiotic Theory of Games and Kolb's Experiential Learning Cycle, focusing on reflection, conceptualization, and experimentation.

[Future Enhancement]

  • Digital App

  • Analytics Tools

  • Teacher Guides

  • Advanced Content

  • AR Features


[Low - Fildelity]

[High - Fildelity]

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