Using board games as a tool to teach LGBTQ+ in secondary schools: The development of the game «Inclusivity Ladder»
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Abstract
In our entrepreneurial master thesis, we have developed a boardgame for use in secondary school. The topic of the game is LGBTQ+, and the game mainly consists of different terms and facts relating to this topic. Our hope with this game is that it can make it easier for teachers to include the topic LGBTQ+ in teaching, and that it can contribute to an increased understanding about the topic among pupils. Our research question is: “How can we develop a board game that can be used to teach about the topic of LGBTQ+ at secondary schools?”.
We wanted the pupils to collaborate in the game and develop their oral skills while learning about the topic LGBTQ+. From the beginning of the project, we were aware that the topic can be considered challenging for some, which we took into consideration when creating the game. Based on this, we developed the following sub-questions: - How does the design of the game impact learning?- What content should be included in the game?- How can we facilitate opportunities for pupils to improve their oral skills through the game?
The theoretical basis for this master thesis is mainly based on game theory, theory related to LGBTQ+ and language theory about orality. The development of the game has been conducted through pedagogical research design, where the game has been tested on two classes in secondary school through two cycles. Observations and feedback forms completed by the pupils after completing the game have been the basis for the further development of the game.
Our research uncovered that the pupils were engaged while playing, and that they learned something about the topic. At the same time, data collected from cycle 1 revealed the need for adjustments, both to make the game easier to understand, as well as the wording in some questions and answers. Our master thesis includes an oral part, and in this we will present how we have developed the game, as well as our thoughts regarding further development.
Key words: LGBTQ+, inclusivity, pedagogical game, oral skills, pedagogical research design