Muundo The Warrior in You Kubuni Mchezo na Akshata Chtinis ni mshindi mashuhuri wa tuzo ya kifahari ya 2023 Tuzo ya Chuma ya A' Design Award katika Kategoria ya Mashindano ya Usanifu wa Vinyago, Michezo na Bidhaa za Burudani.
ChumaKinyago· 2023
The Warrior in You Kubuni Mchezo
Mteja: Akshata Chitnis
Mshindi wa Tuzo ya Chuma ya A' Design Award katika Kategoria ya Kinyago
Mshindi wa Tuzo Aliyethibitishwa
Thibitisha Hali ya Tuzo kwa #140741Muundo
Kuhusu The Warrior in You Kubuni Mchezo
The Warrior in You ni muundo wa mchezo ambao huunda nafasi salama kwa wanafunzi kufanya mazoezi na kuchunguza mbinu bora za kukabiliana na hali hiyo. Pia huwawezesha wazazi kuwaelewa watoto wao vyema kupitia chaguzi zao za mchezo. Mchezo huu hufupisha kwa mafanikio changamoto za maisha halisi ambazo wanafunzi hukabiliana nazo kwa kuzichanganya katika ulimwengu wa njozi wa wapiganaji kwenye harakati. Kiini cha kweli cha mradi kiko katika uboreshaji wa njia za kukabiliana ambazo huwasaidia wanafunzi kujenga sifa muhimu kama vile kutatua matatizo, kufanya maamuzi, na huruma ili kukabiliana na hali zenye mkazo maishani.
Utambuzi
Kuhusu Tuzo ya Chuma ya A' Design Award
The Warrior in You Kubuni Mchezo ni mshindi wa Tuzo ya Chuma ya A' Design Award, utambuzi wenye heshima unaotolewa kwa miundo mizuri inayokidhi mahitaji ya kitaalamu na ya kiviwanda yanayotarajiwa kutoka kwa kazi zilizobuniwa vizuri. Washindi wa Chuma huonyesha ustadi mkubwa, utaalamu wa hali ya juu, uelewa wa kitaalamu na uwezo wa kibunifu wa waumbaji wao. The Warrior in You Kubuni Mchezo inatarajiwa kuwa kazi inayothaminiwa sana, kupendwa na kuenziwa, ambayo ni ya vitendo na bunifu. Muundo huu ulioshinda Tuzo ya Chuma ya A' Design Award unajumuisha mbinu bora za tasnia na una sifa za kiufundi zenye uwezo zilizounganishwa na ujuzi na kipaji. The Warrior in You Kubuni Mchezo inaheshimiwa kwa uangalifu wake na imebuniwa kutoa maboresho ya ubora wa maisha yanayosaidia kuufanya ulimwengu kuwa mahali bora zaidi.
Nyuma ya Muundo
Vifaa vya Habari
Mikopo, wanachama wa timu na maelezo ya kiufundi yaliyotolewa na mbuni.
- Sifa za Kipekee
- Key targets of the game are- Introduction and acceptance of healthy coping mechanism, Initiating conversations in households and Expressing self. The game design is primarily based on Play & Talk therapy. By playing out life experiences through the game kids learn to cope without feeling judged. It also enables immersing into warrior characters to normalise their well-being struggles and instil empathy for self and others. This unique approach to actively inculcate coping mechanisms helps one build stronger relationship with self, people and environment.
- Vipimo na Ufungashaji
- A2 size 420 x 594 mm base board and backdrop palace, 5 hexagonal island boxes 70 x 70 x 70 mm, 4 A5 148.5 x 210 mm size warrior boards, well-being coins and elements of 30 mm diameter, 4 warrior pawns of 60mm in height and 1 dice.
Age Group 10+ Family game - Lebo
- Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
- Teknolojia ya Uzalishaji
- The base board and palace backdrop are printed on sunboard of 3mm thickness for sufficient base strength to hold pawns and islands as well as for the palace to stand upright. The islands were printed on card paper for a light-weight stable box to hold cards within. The warrior boards use sunboard to place all cards, coins and elements collected by players through the game. All the graphics and characterisations for the game were first illustrated on paper and then illustrated using Adobe Illustrator to create unique designs.
- Changamoto ya Ubunifu
- The most crucial challenge while building the game was balancing the engagement versus learning aspect- Appropriate theoretical application of psychology and coping mechanisms. Encasing these coping mechanisms within the storyline to entertain the kids and ensure effective learning
- Utafiti
- Students experience academic stress as a result of the interactions they have with parents, peers, teachers, as well as the environment at home, school or society at large. These stressors range from family and personal expectation, peer competition, school atmosphere to the demands by the society that affect students’ mentally, physically, emotionally and cognitively. Thus, students of the age 10-12 must be empowered with healthy coping mechanisms to overcome the distress caused by unhealthy academic competition. As the academic stressors begin to take shape into mental health problems by the age of 14, the study targets the preconditioning aspect. The game solution uses a systemic approach to game design and applications of behavioural psychology to introduce primary grade students to healthy coping means. It further provides a future pathway for expanding the intervention into other avenues such as schools and psychologists’ clinics for optimum child development.
- Msukumo
- The motivation for the game stemmed from seeing personal experiences with academic stress being amplified and reflected among the young students, leading to mental health struggles and loss of self-identity.
- Muda wa Mradi
- The project started in October 2021 in Mumbai, India and completed development in April 2022.
- Mtiririko wa Uendeshaji
- The game has simple gameplay interactions that begin with setting up the base board, palace backdrop and placing 5 island boxes on their designated spots on the board. The next step is for the player to select a warrior character, pick out their pawn, warrior board and challenge cards. They must read more about the character’s strength and weakness given on the warrior board.
The players must take turns to roll the dice. The board is created like maze with the Blank steps, Power-ups to earn well-being coins or move ahead, Power-downs that make players lose coins or go back, Challenge steps to perform tasks and Islands where players must win a battle to move ahead. The win conditions are made to build anticipation through stroke of luck and healthy choices in the game. The first to reach the palace gains 5 points followed by 4, 3 and 2. These palace points need to be added with the total well-being coins collected in the game to decide the winner.
Imedhaminiwa
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