Skip to content

Playing Cards for school groups

Citizen garden

Introduction

A card game which can help identify every plant or tree, mostly used in the local/personal garden, it can be used to learn the local flora and to bring nature closer to children and the less experienced people in gardenig. The game is based on the dichotomous key, it is therefore easy to find the required plant by always deciding between 2 options.

Activity Topic

Environmental education, education to sustainable development

Organisation

Orti Urbani Monte Ciocci

Legal Status

Non Governmental Organisation

Year of Establishment

2014

Location

Via Domizia Lucilla 40, Zona Balduina-Monte Mario 00136 Rome RM, Italy

The association is called “Orchi Urbani Monte Ciocci» and was born from an intuition of the Monte Ciocci Committee (the neighbourhood committee that made possible, after years of struggle, the opening of the Monte Ciocci Park in 2013).

The main purpose is the creation of a social gathering place, realised through the management and maintenance of an abandoned and degraded area, later transformed into a community garden.

The association, which has been active since 2014, operates in accordance with the regulations of the Municipality of Rome with Resolution no. 38 of 2015, and is authorised by an agreement by the
Department of Environmental Protection – Agriculture and Animal Welfare Directorate. It currently manages an area of 1,600 square metres in the Monte Mario nature reserve.

Today, the association has over 45 members who take care of the 19 available plots.

Over time, the association has grown in the number of members and frequenters of the neighbourhood, and in addition to the cultivation of plants and vegetables, over the years it has developed many municipal and international connections.

Activity Description

Aims and Outcomes

The main aim is to show where vegetables, herbs and fruits are really from and how one can recognize them. Most people only know the final product from the supermarket and are not aware of the origin. When school groups visit the garden for educational purposes and spend time there regularly, they see a lot. How can they see even more, how can these new details be memorised in the brain?

How can people be motivated to look more closely? How to organise time in the garden so that they don’t get bored? How can we motivate school groups to arouse interest, create enjoyment and make them want to come back?

Members of the gardening project have tackled this topic and, with great enthusiasm and perseverance, developed and produced a card game and implemented it with school groups and teachers.

The response was great. The effect was surprisingly positive. Active small groups immediately formed to find the solutions in the game. Special attention was paid to exploring the materials (leaves, flowers, tree bark, soil, …) with all the senses: touching, smelling, tasting, moving, the material. The second focus was on how people work together, how they help each other when exploring. In addition, the game was developed in such a way that scientific details were simplified, for example pictures instead of words, and thus geared to the level of the participants.

Implementation Steps

  1. Some members of the garden want to create a didactic game for school groups to help bring nature closer to the new generation
  2. One creates a key that would allow one to distinguish the trees in the orchard from each other. The idea is including all the tree species present in our area
  3. Find all the features of the plants, write descriptions and take photos for the game
  4. Transposition of the dichotomous key map into a playful form.
  5. The production and printing of the game

Advantages and Benefits

The use of this game, which was developed using the dichotomous key (an identification system that has proved useful for determining organisms of all kinds), made a big difference when the school groups visited the garden.

The teachers had a clear focus. This meant that the children were immediately introduced to the subject matter. Time is effectively utilised in play. The result is that a lot of knowledge was imparted in a short time and with a lot of fun. By working directly in and with nature, the children’s sensory perception was visibly enhanced. Everyone involved had a great desire to work in the garden again. Furthermore, the dynamic in the group of pupils has developed further. Even outside the garden, i.e. back in everyday school life, the community has changed for the better.

The preparations and the resulting success also enriched our human relationships in the garden. And the desire to adapt the game to other plant species is already being worked on.

Required Competences and Skills

The most important thing is productive cooperation between the respective interest groups. In this case, the various groups in the garden itself, the school group, the school management and, in some cases, the parents. People with experience in the scientific research of plants are also needed: (biologists, ecologists…), people with experience in gardening. You also need ‘staying power’. Because the redesign of a game requires a lot of effort: long observation time in the garden itself, test runs with competent volunteers, finding partners for the realisation (photographers, draughtsmen, printing company…) and much more.

Evaluation

The success is measurable in the feedback that first came from the school management: the children expressed the wish to participate in a project again. From the parents: there were numerous stories at home, both scientific details as well as interpersonal experiences and clearly enriching physical and sensory experiences. Another success was that other schools expressed interest in the project. In addition, the game is now also being produced in other gardens. Adapted in various versions, for example also for adult groups

Conclusions

The idea of how to explain something, how to pass on knowledge and convey it in an appealing way, resulted in a great game. It was work that presented us with challenges. But just by creating, producing and finalising the project, we have already learned much more than we expected, in the scientific, practical and also in the human area.“ The study and detailed examination of both the plants and the game instructions is a prerequisite for this project. The special thing about this game is the combination of fun, community development and an outstanding amount of knowledge transfer, which was still evident even after many months. The highlight of the whole thing: there was extremely positive feedback from the teachers and pupils. They all want to come back. The sense of community has grown and the knowledge has been stored for a long time.

Advice / Recommendation

For this game, it is important to familiarise yourself with the card contents before the leader works with the group. Otherwise it is easy to confuse the names. Then the sense and fun of the game is no longer given.

It´s not recommended starting this project on your own. A detailed discussion with the garden participants in advance is important, as the various preparations need to be well organised. This concerns which plant species should be researched, as well as who will do the printing and graphics, and many other tasks that will arise during the preparations. Before the final realisation, it is necessary to do a ‘test run’ with competent participants before the school group is actually invited to the garden. In order to change and correct any errors before finalisation.

The GARDENISER ACADEMY platform is almost here!

We are currently building the GARDENISER ACADEMY E-Learning Platform – a space designed to provide free to use training for gardeners all around Europe.

To ensure you don’t miss out on the launch, be sure to join our mailing list.