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
   21   22   23   24   25   26   27   28   29   30   31