Flipchart Number 1 Feb 2016 | Page 26

8 You find yourself in a world with limited resources. You are responsible for your people’s destiny, and you are equipped with tools that can help you assume control over significant tracts of land. Time is short and there are other nations involved in the game. Can you guarantee that you will act according to your foundational values? Emotions are the key Interactive games as means to learning stem from the principles of non-formal education, and aim to encourage a deeper reflection around the topic at hand. We, in the project group “Borderline Boardgames”, experience this method as very effective. - We stage a simulation of the world to which we wish to bring the participants in, to great (to create?) effect, explains Joakim Arnøy, project manager of the Norwegian coordinating organisation, Narviksenteret. - Even though it is a game, the enthusiasm, anger, frustration and attitudes we observe among the participants are often real. The range of emotions that is lured out of the participants are the key to the learning. Most of them understand that some of their actions towards another nation go too far, but it is mainly when you realise it on an emotional level that such learning really takes a hold, Arnøy says. 26 The Portuguese project partner, Sérgio Gonçalves elaborates those games as a method that can yield very good results, as the participants learn while having fun. They are active throughout the whole process and reach their own conclusions through self-reflection and discussions after the game. “Mission Z” tests us in thought versus action, and lures out our human character when under pressure – whether we like it or not, explains a 25-year old test participant.