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THE CRAFT BEER BOARD GAME: A PEDAGOGICAL ADVENTURE UNDER COVID-19 AND BEYOND
1 Federal University of Rio Grande do Norte (BRAZIL)
2 Afonsos Air Force Base Hospital (BRAZIL)
About this paper:
Appears in: INTED2022 Proceedings
Publication year: 2022
Pages: 5891-5899
ISBN: 978-84-09-37758-9
ISSN: 2340-1079
doi: 10.21125/inted.2022.1503
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
Covid-19 has taught us that the reality we believed to exist has a new one overlaid on the top. Learning a new reality while trying to manage the one we had, not only requires us to change behaviours for coping with the pandemic disruptions, as it evokes in us some of our hidden desires for embracing stimulating and enriching activities, such as playing an instrument, playing games, gardening, or cooking like a chef; hobbies that have experienced an unprecedent growth during the pandemic. Forced to shift places from bars and restaurants to home, adults have changed their lifestyle, including their drinking habits. While some people have intensified harmful alcohol consumption, others have sought a healthier lifestyle.

This paper presents a case study on the plot development for a board game intended to highlight some cognitive dissonances related to choices of beer consumption under Covid-19. Cognitive dissonance is the feeling of mental discomfort that a person may experience when he/she holds two or more contradictory cognitions, such as ‘smoking’ and ‘knowing the ill health effects of smoking’. To reduce the discomfort, a person may choose to modify one or the other (to quit smoking or to discount the ill health effects). The craft beer game is intended as an opportunity to celebrate flavours and to encourage a healthier lifestyle.

Methodologically, the game adopts an adventure narrative network structure, characterized by small modules pockets that can be seen as miniature feedback loops within an overall structure. Some choices take the form of resolving cognitive dissonances until reaching one of three alternative ending points: enjoy flavours, drink less, or drink zero alcohol. When confronted with a dissonant situation, players may choose between living with dissonance for a while versus jumping immediately to self-justification for or against a cognition. The freedom of choice embedded in this structure gives players a great sense of agency. Our intention is to provide players with a self-reflective experience about the consequences of taking certain paths with regard to beer consumption. In the paper, we present and discuss the elements of the board game and conclude with a reflection on its potential for lifelong learning beyond Covid-19.
Keywords:
Board game, Covid-19, cognitive dissonance, craft beer adventure narrative, lifelong learning.