Climate Tick-Tock: sparking climate action through a cooperative and educational game on climate change in the 21st century
Notice bibliographique
Résumé
Feeling the need for an interactive tool to make the human-induced climate change more tangible to the broad public, climate scientists from LSCE proposed to develop an educative game to raise middle and high school student awareness. A serious and educational, cooperative board game for up to 5 players, named ClimaTicTac (https://climatictac.ipsl.fr), has been created at IPSL with the help of ASTS, a scientific outreach association. This presentation describes the game mechanics and diffusion strategy.The game is adapted to all players with good reading and abstraction capabilities (≈10+ years). It simulates essential processes related to climate change and associated impacts, mitigation, and adaptation. It is based on a world map including 30 cities vulnerable to climate change, which may become uninhabitable following damage accumulation, a timescale showing the rounds of play throughout the century, and a CO2 atmospheric concentration scale. Randomly drawn cards describe initial scenarios, and hazards and possible positive actions affecting CO2 emissions and three categories of damages to cities (on health, food, or infrastructures). To win the game, players must reach a double objective, with thresholds depending on the game difficulty level, on atmospheric CO2 concentration to limit global warming and on the number of cities rendered unliveable. Optional fun challenges (drawing, mime, word-of-mouth) are randomly proposed to counteract eco-anxiety. Rules have been designed to help players feel the climate change impact at both global and local levels, and realize the importance of early reduction of CO2 emissions, of collaboration for optimizing action strategies, and of inequalities in exposure to impacts. The game fully relies on current knowledge and realistic events, and the project team has been awarded the CNRS medal for scientific outreach.The game has first been distributed by local authorities for open-licence use in middle schools. Science animators can carry game sessions for teenagers and adults, followed by discussions on climate change. Middle and high school teachers may also be trained. The game content has been translated into Catalan, English, Portuguese and Spanish (new translations welcome), and is available for self-printing and non-commercial use.Following success towards a variety of public, the board game has been slightly adapted as a family game by Bioviva Editions for distribution in France, Belgium, Switzerland and Canada under the name Climat Tic-Tac (https://www.bioviva.com/fr/bioviva-famille/169-362-climat-tic-tac.html), including a semi-cooperative game option with lobbies. In addition, Climat Tic-Tac has been adapted by the association Games for Citizens as an electronic game available online on the Ikigai video game platform (https://ikigai.games/games/gameDetails/105). Challenges consist in quiz, gap-fill or timeline questions. Several connected players can share a game but a single player can simulate several players. Additional university-level educational content will be linked and an English video version named Climate-Tick-Tock is planned.Finally, a multidisciplinary research project (EVABIO) is underway involving high school teenagers to investigate the impacts of play sessions. Integrating social psychology and experimental economics, it aims to analyze changes in explicit and implicit attitudes, transformations in social representations, enhancements in knowledge, and the extent to which the game influences pro-environmental behaviors.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,001 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,000 | 0,000 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,001 | 0,001 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».