TY - UNPB
T1 - Children's gamification and storytelling as tools for understanding and instilling values: A guide for coaches, educators and parents in the use of "value of values" and "magic carpet and the islands of values"
AU - Dolan, Simon Landau
PY - 2014/3/1
Y1 - 2014/3/1
N2 - This paper intends to serve as a guide to parents, educators and professional coaches in instilling values in children via game playing (gamification), storytelling and tales. The central piece of the paper is a tale that has been carefully crafted to provide an interesting adventurous journey that capture children's attention. Albeit its simplicity, the story is very empowering: it is about three young children, members of the same family, who join a magic flying carpet into three different islands. At the end of each journey/island, the children learn an important lesson about some values. At the end, they learn a lot about each other, and about the need to balance values in life in order to be happy and healthy (economically, socially and emotionally). The "value of values" card game, as well as the "Magic Carpet and the Islands of Values", is based on many years of research into the world of values and its underlying "Tri-axial model".
AB - This paper intends to serve as a guide to parents, educators and professional coaches in instilling values in children via game playing (gamification), storytelling and tales. The central piece of the paper is a tale that has been carefully crafted to provide an interesting adventurous journey that capture children's attention. Albeit its simplicity, the story is very empowering: it is about three young children, members of the same family, who join a magic flying carpet into three different islands. At the end of each journey/island, the children learn an important lesson about some values. At the end, they learn a lot about each other, and about the need to balance values in life in order to be happy and healthy (economically, socially and emotionally). The "value of values" card game, as well as the "Magic Carpet and the Islands of Values", is based on many years of research into the world of values and its underlying "Tri-axial model".
M3 - Working paper
T3 - ESADE working paper
BT - Children's gamification and storytelling as tools for understanding and instilling values: A guide for coaches, educators and parents in the use of "value of values" and "magic carpet and the islands of values"
ER -