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1965 Vintage Careers Board Game

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Episodes #349 and #350 that are out this week include segments from contributors where we were asked “What game from your childhood do you remember the most?” Interestingly, out of two vintage versions of the game that I have one has everything on one score sheet (a Waddingtons 1956 small box version) yet 1969 “long box” Waddingtons version has two separate Score Sheets (No 1 and No 2). I’ve no idea why and if anything think it slightly over complicates things. Corner Squares I’m told that once everyone playing is familiar with the game it can be easier to know which careers give you what your need for your success criteria and to chase after them. That doesn’t mean that the rolls of the dice will always co-operate with you though! What we thought of that game The game is a very close replica of the original Waddingtons game that I also own, but with the Uranium Prospecting replaced by Computing, Hollywood by Entertainment and going to Sea by going on a Yacht. Interestingly there are still 8 career paths on the board, not the six that I have read of there being in later versions. Being a European version of the game the salaries are also all in Euros rather than Pounds. How to get your hands on Careers

Archer L, Osborne J, DeWitt J, Dillon J, Wong B, Willis B. 2013. ASPIRES: Young people’s science and career aspirations, age 10–14. London: King’s College London. Accessed 1 June 2022 https://www.academia.edu/17048070/ASPIRES_young_peoples_science_and_career_aspirations_age_10_14 Although there isn’t a modern day version of Careers in production right now, there have been various different versions over the years. It was originally produced by Parker Brothers and at other points came under the Waddingtons name. The latest version was published by Winning Moves, yet I’ve also managed to get my hands on a copy that Jumbo produced in 1998. I’m yet to find a record of this version online, but it does look very similar to a Dutch version that Jumbo released in 1998. The biggest uplift is for the ‘Would you be a scientist or engineer?’ question. As the general liking of science did not increase, this must be made up of participants who liked science, but who did not consider it as a career option. The process of playing the game improved their understanding of various STEM careers, and might have directed them towards one they had not considered. Of the 82 students who specified that they would not like to be a scientist or engineer, 22 changed their response positively, with only 5 changing their response negatively. The increase in ‘I see science in my daily life’ is an excellent outcome, as it shows that the students have an increased recognition of science in their daily lives, which we think is closely connected to the visibility of real science experiments and scientific careers in the game. Of the 30 students who did not see science in their daily lives, 16 positively changed their answer, which is an effect of 53 per cent, and there was only one associated negative answer change. Assuming the counts are independent and fall as a Poisson distribution, the standard error of positive answers to ‘Would you be a scientist or engineer?’ is 11 per cent. For ‘I see science in my daily life’, it is 18 per cent. Therefore, both results show significant signal above the noise.

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Ryan E. 2016. Gender representation in board game cover art. The Cardboard Republic. 29–June Accessed 1 June 2022 https://www.cardboardrepublic.com/category/articles/extra-pieces Tea, Technology and Me: a World Café approach to engage people with dementia and their carers about research priorities and policy development in digital technology and artificial intelligence Steinhardt S. 2019. Technoscience in the era of #MeToo and the science march. Journal of Science Communication. Vol. 18(4):C03[ Cross Ref] I recall introducing Trevor and Jaden to the game about 6 years ago, but it’s completely new to Brooke and Caleb. Careers really is quite an old board game. First published by Parker in 1955 in the US, it has seen numerous different versions over the years and some modernisation, which hasn’t necessarily always been welcome. More on that later.

Our Health: exploring interdisciplinarity and community-based participatory research in a higher education science shopPrice SWT, Van Loon A, Keune K, Parsons AD, Murray C, Beale AM, Mosselmans JFW. 2019. Unravelling the spatial dependency of the complex solid-state chemistry of Pb in a paint micro-sample from Rembrandt’s Homer using XRD-CT. Chemical Communications. Vol. 55(13):1931–4. [ Cross Ref] Barab S, Pettyjohn P, Gresalfi M, Volk C, Solomou M. 2012. Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context. Computers & Education. Vol. 58(1):518–33. [ Cross Ref]

da Rocha Tomé Filho F, Mirza-Babaei P, Kapralos B, Moreira Mendonça G Jr. 2019. Let’s play together: Adaptation guidelines of board games for players with visual impairmentCHI ‘19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems; p. 1–15. [ Cross Ref] However, there are many, many contract positions for freelancers in the game industry. For example, it’s rare for a publisher to need a full-time artist. But there’s often enough work from multiple publishers to keep amazing artists like Andrew Bosley and Jacqui Davis busy year-round.Board games are a great way to engage students with their learning, consolidate knowledge on a topic or to reward students with a fun lesson at the end of a term. Holman J. 2013. Good career guidance. The Gatsby Charitable Foundation. Accessed 1 June 2022 https://www.gatsby.org.uk/education/focus-areas/good-career-guidance The concept of winning and success, and how it applies to the scientific method and STEM careers, is another concept that should be considered in design. For example, cooperative or semi-cooperative games, such as Pandemic ( Z-Man Games, 2022), are a relatively new phenomenon to change the wider tabletop gaming landscape in recent decades, and this different mode of playing could align well with the collaborative teamwork nature of doing science in the real world; indeed, it questions the necessity of designing games that require one or more players to win. Not only can this emphasise the need to work with other scientists across many different disciplines, which is increasingly required to solve complex global problems, but also it can question the dominant ways of recognising what makes a successful scientist at a professional level. Challenging the perception of a lone genius sacrificing everything for science is greatly needed to properly recognise the much wider set of skills that are valuable for those in STEM ( Heering, 2010; Steinhardt, 2019). This board game comes with a variety of different sets of revision task cards. You can play this game when teaching the following topics: Gee JP. 2003. What video games have to teach us about learning and literacy. Computers in Entertainment. Vol. 1(1):1–20. [ Cross Ref]

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! Z-Man Games. 2022. The World of Pandemic. Accessed 1 June 2022 https://www.zmangames.com/en/games/pandemic/ Pappas J. 2017 Queer representation in board games. Board in the Library blog. 15–July Accessed 1 June 2022 https://boardinthelibrary.com/2017/07/15/queer-representation-in-board-games/What is particularly interesting in Careers is that you don’t share your success formula with anyone until you have achieved it. So players don’t know what their opposition is working towards, or how close anyone may be to winning the game. It’s an intriguing twist. Playing the game Pobuda T. 2018. Assessing gender and racial representation in the board game industry. Analog Game Studies. Vol. V(IV)2–December Accessed 1 June 2022 https://analoggamestudies.org/2018/12/assessing-gender-and-racial-representation-in-top-rated-boardgamegeek-games/ Word clouds from the ‘Being a scientist means’ question before (left) and after (right) playing Diamond: The Game (Source: Authors, 2022) Whitton N. 2012. The place of game-based learning in an age of austerity. Electronic Journal of e-Learning. Vol. 10(2):249–56. Accessed 1 June 2022 https://www.academia.edu/19554512/The_Place_of_Game_Based_Learning_in_an_Age_of_Austerity

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