Page 26 - IJSA, Vol. 4, No 2, 2021
P. 26
International Journal of Science Annals, Vol. 4, No. 2, 2021
рrint ISSN: 2617-2682; online ISSN: 2707-3637; DOI:10.26697/ijsa
- mammals (elephant, monkey, dog); their problems?”, “What is their goal”, “What
- birds (peacock, crow, eagle); associations does the chosen picture evoke?”, “Who
- reptiles (turtle, chameleon, crocodile); would you like to talk to?”, “Who is this?”, “What would
- waterfowl (whale, goldfish, dolphin); you like to ask?”, “What did they answer you?”. Players
2) 108 picture cards ‒ reproduction classical paintings, keep the picture card until the end of the game, they
turned upside down and arranged in separate groups: symbolize their achievements in life.
- 36 cards depicting scenes related to the age of After the answer, players take a motivation card from
childhood, where the leading activity is play; the pile of face up incentive cards or choose to take it
- 36 cards depicting scenes related to the age of youth, from the pile of face down cards. They then answer the
where the leading activity is education; master’s questions, aimed at the player’s understanding
- 36 cards depicting scenes related to the age period of of the resource/anti-resource of wish words to achieve
adulthood, where the leading activity is professional the goal and solve problems. For example, “Why have
activity (work); you chosen a face up/face down card?”, “What does this
3) 36 incentive (motivation) cards with the words of wish word mean to you?”, “What does this wish word
wishes, which are composed in a pile and turned upside motivate you to do?” or “Why do you think you have
down, except for one card, which is face up and placed chosen/you have got this wish?”.
next to this group; Each answer is commented on and discussed if players
4) a six-sided dice (each of its six facets marked with a wish. At this stage, game participants must identify their
different number of dots from 1 to 6); resource states (meditation, serenity, confidence,
5) a game board, divided into 3 sectors (from 1 to 36 inspiration, interest, attentiveness, daydreaming, energy
points in each) according to the leading activity (play, surge, relaxation, anticipation, emotional uplift, feelings
study, work); each sector of the game board has stop- of freedom, intellectual uplift, focus, calm, a sense of the
marks: “growth”, “prize”, “penalty”. path, etc.). that were obtained or strengthened during the
“My Dao” game description. game. The master focuses on their causes and
Usually, before the start of any transformation game, consequences, actions and deeds. After discussing this
participants are asked to define the playing focus. This card, the player puts it back to the pile face down, and
technique is used to record changes in players that occur with it, he/she puts the one that was face up. He/she then
after the game, the reflection of the participants of the opens the top motivational card from this pile, which
game or it is even an indicator of the effectiveness of the he/she places next to the pile. This gives the next
psychologist. We do not use this technique in our participant the opportunity to choose a motivational
proposed methodology, as we believe that it is much card.
more important to study the changes that occur in Participants go through all three sectors: first yellow
players during the game than the “classic” result of the (play), then green (study) and red (work). They make the
game (who has won; what the result is; whether the goal next moves, describing the associations with the taken
was achieved, etc.). picture cards and the taken/selected motivational cards.
The game is divided into three stages: preparatory, main When a player stops at the “growth” mark, he/she moves
and final. forward (doubles the result of the last throw). When a
The preparatory stage. The master instructs players player stops at the “prize” mark, other participants must
selected in advance, informs them about the rules and present him with one of their picture cards that they
the goal of the game, draws lots to determine the order choose at their discretion. When a player stops at the
of the participants’ play. Then playing cards are “penalty” mark, the participant misses the next move.
shuffled, creating a random sequence of these cards. Having reached these points, participants can express
After that, the master asks the players to take turns their opinion on the justice/injustice of destiny.
(according to the results of the draw) to choose one of The final stage. Participants and the master make
the 12 animal characters. Analyzing their conscious or conclusions. Participants analyze their life
random choice, each player answers the question: “Why achievements, associating them with the cards
did I choose this particular animal?”, “What do I accumulated during the game. The master can discuss
like/dislike about it?”, “What does it look like?”. An the following issues: the importance of the place and
important condition for this stage is to create an size of a particular area of life for the participant; the
atmosphere of trust and friendliness. actual amount of energy spent on a particular area of
The main stage. Players take turns throwing the dice on their lives; active and passive spheres, the use of legal or
a flat surface to get a random number and according to other strategies of professional activity; general
this number make a certain number of moves. After characteristics of personal resources; conditions and
moving a figure on one of the three sectors of the game opportunities to master the professional sphere for self-
board, they take a picture card from a certain pile. The realization; personal balance of values. Summing up, the
ordinal number of this card in the pile must correspond master emphasizes that the winner in this game is not the
to the number of moves. They then describe the one who came first to the finish line or collected more
associations that this card evokes in them, and answer cards, but the one who was able to rethink the essence
the master and participants’ questions if any. For and meaning of his/her life.
example: “What does this image remind you of?”, To test the effectiveness of the psychological
“What do the characters in the picture feel?”, “What are transformation game “My Dao” we used the method of
24