Karrawirraparri Journey

The Karrawirraparri Journey board game is being developed to teach an introductory understanding of the Kaurna language, seasons and importance of Country. Led by PhD candidate Sophia Booij from the University of South Australia we are seeking participation from schools and students in research to play-test the game and provide feedback on the playability, usability and relevance of the game.

Read below to find out what is involved and how to contact us to discuss your potential participation.

A collection of board game elements for the Karrawirrparri Journey board game. Items include a map, tokens, cards and star chart.

What will the research look like?

We would like the in-school testing of our board game to be with a variety of classes, with grade allocations determined by collaborating teachers. This is to ensure we can see how the game performs across a variety of age groups.

What’s needed?

  • 1 x pre-learning session using the ‘Kuyu padni’ (Go fish) cards and Kaurna language and pronunciation videos to familiarise students with language
  • 1 x 80 minute double lesson OR 2 x lessons together (can be separated by a break)
  • A classroom with enough space to fit all students who are play testing. Ideally, also screen to show ‘how-to’ videos.
  • At least 1 teacher and 1 researcher/History Trust staff member per/ session
  • Verbal consent from students participating and written consent from their parents (consent forms will be provided)
  • Students to fill in pre- and post- game paper surveys, which will be followed by briefing/de-briefing discussions

During game:

  • Researchers will talk to students about their experience and observe their teamwork and problem solving
  • If consent is given, the researcher may record some of the sessions, for later analysis, and take photos, to be used by the researcher and/or the History Trust

After game:

  • 1-2 weeks post session, the researcher will check back in with involved teachers for a quick (30min) online interview about their perspectives on the game and the student experience. This could be in groups or individually.
  • At the end of the semester, the researcher will come back to do quick (15-20 minute) in-person interviews with 4 x pairs of students. This is to see what they can remember about the game (particularly language) and if it’s had any impact on their understanding of Country.

Methods

We would like to try the following methods for evaluation, to see how they work in classroom settings and with our game.

  • Pre- and post- surveys
  • Pre- and post- game briefings
  • Observation and Conversation (during game-play)
  • Semi-structured interviews and friendship-pair interviews

Participants

We would like to test the game with a range of students, in class sizes of at least 4 and up to 30. After being briefed on the game, teachers can indicate which grades/classes they believe it would be best suited to.

Outcomes

A short feedback/results infographic will be created after the game has gone through its last edit and shared with interested teachers. This is to show students in particular that their feedback has had a real impact on the game and the research.

Timeline

We would like to test the game during the second half of 2024, ideally September-October. This is flexible to teacher and school schedules.

Contact the team

  • Sophia Booij – PhD Candidate, UniSA sbooij@history.sa.gov.au
  • Michelle Fulham – Manager, Education Programs, History Trust of South Australia mfulham@history.sa.gov.au
  • Crystal Forward – Education Coordinator, History Trust of South Australia
  • Ethan White – Digital content Producer, History Trust of South Australia

Participant Information sheets

Parents

Students

 

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