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dc.contributor.editorDernat, Sylvain
dc.contributor.editorMICHELIN, Yves
dc.contributor.editorBlache , Nolwenn
dc.date.accessioned2023-11-14T12:43:15Z
dc.date.available2023-11-14T12:43:15Z
dc.date.issued2023
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/85115
dc.description.abstractIn France and around the world, there's a growing trend towards board games for agriculture and landscaping. Most of the time, this craze is the result of isolated initiatives, successful or not, based on trial and error. Their design can pose a number of problems for novices. This guide proposes to capitalize on this experience to support the design, animation and evaluation of new games in the fields of agriculture and landscape management. The social environment is at the heart of the guide, as the driving force behind the game and the learning, attitudinal changes and actions it generates. The authors propose a highly operational method for designing a game based on an agricultural or landscape issue, ranging from theoretical concepts to the evaluation of the object created. Each chapter includes a detailed case study to help you understand the design process. The authors' decades of experience have gone into the formalization of this methodology, so that this guide can be used in the field by as many novice designers as possible.en_US
dc.languageFrenchen_US
dc.subject.otheragriculture;decision support;regional planning;landscape;forecasting;research;sociology;developmenten_US
dc.titleJeux de plateau pour l’agriculture et le paysageen_US
dc.title.alternativePenser, concevoir, animer, évaluer, diffuseren_US
dc.typebook
oapen.identifier.doi10.35690/978-2-7592-3704-3en_US
oapen.relation.isPublishedByf3266e68-be04-43a2-896c-b3499f43d67een_US
oapen.relation.isbn9782759237036en_US
oapen.relation.isbn9782759237050en_US
oapen.pages179en_US


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