J.M. Fernández-Novell1, J. Fernández Zaragoza2, Z. Fernández Espí3, C. Zaragoza Domenech4
Science is the knowledge from the careful study of the structure and behaviour of the physical world, especially by watching, measuring, and doing experiments, and the development of theories to describe the results of these activities. Everyone must have a clear overview to fully understand the laws of natural development.
Currently, advanced technologies, such as Artificial Intelligence (AI) and Augmented Reality (AR) are having a significant impact on game design and development. The authors aim to highlight card games, designed by themselves, that can provide a more personal connection to informal education and, furthermore, a greater understanding of several sciences.
Non-formal education can cover programs contributing to adult and youth literacy and education for out-of-school children, as well as programs on life skills, work skills, and social or cultural development. The main objective of these activities is to allow participants, young and adults people, to understand some science in a less-structured and more playful manner. That is, diving into natural phenomena as physics and chemistry or nutrition and history of science, through educational playing cards.
In general, activities were carried out with two different groups of card games.
The first group is formed by twenty-one cards referring to scientists or another fifteen referring to food. The participants have to choose one and the educators have to guess it and then explain it with the possibility of asking questions by the participants.
The second group is formed by five cards referring to Bio elements, in the first card there are fifteen items while in the other four cards there are eight different items in each card. The participants must choose one from de first card and the educators must guess it and then, also, explain it with the possibility of asking questions by the participants.
This educational activity aims to increase the scientific knowledge of both adults and children so that they are able to understand science and can use scientific arguments to combat anti-science ideas such as the Earth is flat, vaccines cause autism, or there is no climate change.
Finally, we have to consider play not only as a form of entertainment, but as a complex phenomenon to foster active and participatory learning in science.
Keywords: Scientific knowledge, children, adults, elderly, play.