“Risk Management Can Actually Be Fun”

Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions About Biosafety

Conference Paper (2022)
Author(s)

Maria Freese (TU Delft - Policy Analysis)

S.A. Tiemersma (TU Delft - Game Lab)

A Verbraeck (TU Delft - Policy Analysis)

Research Group
Policy Analysis
Copyright
© 2022 M. Freese, S.A. Tiemersma, A. Verbraeck
DOI related publication
https://doi.org/10.1007/978-3-031-09959-5_11
More Info
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Publication Year
2022
Language
English
Copyright
© 2022 M. Freese, S.A. Tiemersma, A. Verbraeck
Research Group
Policy Analysis
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.@en
Pages (from-to)
124-133
ISBN (print)
978-3-031-09958-8
ISBN (electronic)
978-3-031-09959-5
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

As part of a Dutch Science Foundation project called T-TRIPP, the authors developed the serious game Cards for Biosafety. The aim of Cards for Biosafety is to let young biotechnology researchers learn more about biosafety. Analyses of workshops with researchers from the biotechnology domain as well as results of interviews with several biosafety officers clearly indicated the need for such a serious game with a focus on educational learning. Cards for Biosafety is a physical (also playable online on Tabletopia) round-based card game and playable with up to eight players. The game itself consists of scenario, risk and measure cards, and the task of the players is to choose risk and measure cards that fit the scenario explained by the facilitator at the beginning of each round. To test the efficiency of Cards for Biosafety as a learning tool, the authors conducted two online-workshops with twelve participants. The results of these sessions have not only shown that Cards for Biosafety is a well-designed game, but also a successful game to achieve the intended learning goal. In addition, the authors recognized that ‘fun’ is an important element in the game which leads to ‘learning’ in a very effective way. Future research should focus on the role of such positive states in serious games and their influence on learning outcomes.

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