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C. Online Games

C.OnlineGames

Palúw(proposed):

➢ A series of minigames to teach Micronesian seafaring traditions – including canoe building, sailing, navigating, racing, and terminology. ➢ Individual computer activities, more similar to a video game ➢ Keylessons: topic-relevant lessons and world-building, importance of focusing on implementation in addition to design (since it’s unclear if this work is being carried forward)

StopDisasters!

➢ Players must “plan and construct a safer environment for their local population by assessing disaster risks and limiting damage inflicted during a natural hazard strike. ” ➢ Individual education tool for children aged 916 ➢ Keylessons: age-specific language and scenarios for resilience

StormForce

➢ “Each level, the players must battle against the clock to evacuate citizens from the waterfront whilst also collecting supplies and valuable data” ➢ Online role-playing game, ages 12 or adults ➢ Keylessons: framing of coastal flooding’s causes, impacts, and options for resilience

Imprex

➢ Players work as commanders in a hydrological forecasting office, where they interact with colleagues to learn valuable risk information and gain insight into flood projections. ➢ Individual decision-making game, though more tailored to adults ➢ Keylessons:examples of risk-management and framing around environmental hazards

WarehouseWorker

➢ “Demonstrates how different workers within the same organization experience the social determinants of health. Each month, players are presented with a story prompt and a decision to make, depending on their chosen character. ” ➢ Individual role-playing decision game ➢ Keylessons:scenario-based stories and overall “health meter”

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