THE DESIGN OF A SCENARIO-BASED EDUCATIONAL BOARD GAME ON INTERNATIONAL COMMERCIAL TERMS

Authors

  • Kanokwan Sakunsongdej Faculty of Logistics and Supply Chain Management, Sripatum University at Chonburi
  • Khemjira Tiengyoot Faculty of Science, Srinakharinwirot University
  • Areeya Sadsana Logistics Officer, Warehouse Department
  • Teerapop Winyakoon Logistics Officer, Transportation Department

Keywords:

educational board game, game-based learning, international commercial terms, simulation game

Abstract

This study aimed to 1) analyze and synthesize the knowledge structure of international commercial terms (Incoterms® 2020) and 2) design a scenario-based educational board game that systematically transforms such content into game mechanics. The research employed a research and development (R&D) approach by applying an educational innovation development process. The research procedures were conducted in three phases comprising seven steps: studying and analyzing relevant documents, interviewing experts, synthesizing the content structure of international commercial terms to design game mechanics, developing a board game prototype, and evaluating the quality of the board game by experts. The results indicated that the content structure could be systematically synthesized and transformed into game components, particularly in terms of obligations, transfer of risk, and cost allocation. These elements were represented through scenario-based game mechanics, such as case study cards, accident cards, and decision-making mechanisms related to cost and risk. The developed board game supported process-based learning and decision-making in the context of international trade. The expert evaluation revealed that the overall quality of the educational board game was at a very good level, especially in terms of content and usefulness for learning, while the design and game components were rated at a good level. The findings suggest that scenario-based educational board game design can serve as an approach for developing learning media for rule-based and complex decision-making content, and can be used as a prototype for developing game-based learning materials in other fields with similar content characteristics

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Published

2026-04-27

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research articles