TY - JOUR
T1 - Development of a Social Skills Education Game for Elementary School Students
AU - Okada, Yoshiko
AU - Matsuda, Toshiki
PY - 2019/10/1
Y1 - 2019/10/1
N2 - Background. The latest Japanese National Curriculum emphasized the importance of active learning as well as communication skills in various subject areas. Following this trend, the social skills education (SSE) approach was adopted to promote and improve skills that facilitate interpersonal conflict resolution in elementary school students. Aim. This study developed a card game to help elementary school teachers perform SSE. The aims were to convince students to contemplate alternative solutions to problems in a way that incorporates suggestions from other students and to motivate children to think about problem solving in a social context. Methods. Our card game was developed based on Matsuda’s warp and woof model of problem-solving that emphasizes generating ideas concerning trade-off resolution in problem-solving. We then tested the game in a sample of 74 fourth grade (9-10 years old) elementary school students. Results. The findings suggest that the students understood the importance of considering new alternatives for trade-off resolution by playing our game. Conclusions. Despite the limitations of our study, such as the small sample size, our findings demonstrated that the game was successful in teaching most students the necessity of reaching a consensus in situations involving conflicting opinions.
AB - Background. The latest Japanese National Curriculum emphasized the importance of active learning as well as communication skills in various subject areas. Following this trend, the social skills education (SSE) approach was adopted to promote and improve skills that facilitate interpersonal conflict resolution in elementary school students. Aim. This study developed a card game to help elementary school teachers perform SSE. The aims were to convince students to contemplate alternative solutions to problems in a way that incorporates suggestions from other students and to motivate children to think about problem solving in a social context. Methods. Our card game was developed based on Matsuda’s warp and woof model of problem-solving that emphasizes generating ideas concerning trade-off resolution in problem-solving. We then tested the game in a sample of 74 fourth grade (9-10 years old) elementary school students. Results. The findings suggest that the students understood the importance of considering new alternatives for trade-off resolution by playing our game. Conclusions. Despite the limitations of our study, such as the small sample size, our findings demonstrated that the game was successful in teaching most students the necessity of reaching a consensus in situations involving conflicting opinions.
KW - card game
KW - elementary school students
KW - problem-solving
KW - social skills
KW - Social Skills Education (SSE)
UR - http://www.scopus.com/inward/record.url?scp=85073552072&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85073552072&partnerID=8YFLogxK
U2 - 10.1177/1046878119880228
DO - 10.1177/1046878119880228
M3 - Article
AN - SCOPUS:85073552072
SN - 1046-8781
VL - 50
SP - 598
EP - 620
JO - Simulation and Gaming
JF - Simulation and Gaming
IS - 5
ER -