Binuo ang Isabuhay, isang turn-based, kooperatiba at roleplaying na larong tabletop bilang isang suplementaryong aktibidad sa mga klaseng tumatalakay sa wika at lipunan sa andergradwadong antas. Sa papel na ito, tinasa ang kabuuang disenyo ng kasalukuyang bersiyon ng laro ayon sa mga sumusunod na pamantayan: ang layunin, mga nilalaman at impormasyon, ang mekanismo, ang kuwento, ang estetika at audio-biswal, ang bastidor, at ang ugnayan ng mga ito sa bawat isa sa loob at labas ng laro. Nakita ang ilang mga kalakasan ng laro upang maabot ang layuning maging isang turn-based, kooperatiba at roleplaying na larong tabletop at ang pamamaraan para maisagawa ito gamit ang mga libreng at aksesibleng kagamitan. Gayunpaman, tulad ng anumang idinidisenyong laro, may ilang mga puna para sa pagpapaunlad nito. Nakaugat ang kalakhan ng mga isyu sa disenyo ng laro sa kawalan ng kasaklawan ng layunin ng laro. Dahil hindi ito masaklaw, walang mahigpit na ugnayan sa ilang mga piyesa o elemento sa loob ng laro at walang kaisahan sa biswal na estetika nito. Gayunpaman, magagamit ang mga puna na ito para paunlarin ang isang larong ito tungo sa proyekto ng pagiging bahagi ng bukas na rekursong pang-edukasyon para sa pagtuturo ng wika. The turn-based, cooperative and roleplaying tabletop game Isabuhay was created as a supplementary activity in undergraduate courses that cover the topic of language and society using the available materials. This paper evaluates the current version of the game design based on the following criteria: the game’s objective, contents and information, mechanism, narrative, aesthetics and audio-visual presentation, framework, and the coherence between these criteria. Few strengths of the game were identified, and these most cover the goal of having the table in its turn-based, cooperative, and roleplaying characteristics. However, like any game design, few points for development were observed, and most of the issues or loopholes of the game design are rooted in the objective’s lack of extensivity. Such result in lack of coherence among pieces or elements of the game and lack of holistic visual aesthetics of the game. These points can be used to further develop the game in a project that aims to create a game as part of open educational resources for teaching language in the country.
Keywords: Larong Tabletop; , Bukas na Rekursong Pang-edukasyon; mga Mga katutubong Katutubong Wika; , Game-based Learning; , disenyo ng Laro Tabletop Game, Open Educational Resources, Philippine Languages, Game-based Learning, Game DesignAbrigo, Michael R. M. “If you Pay peanutsPeanuts, you Get Monkeys? Education spending Spending and Schooling quality Quality in the Philippines.” Philippine Institute for Development Studies, 2021 Disyembre 2021. , Web. 19 Mayo 2022. https://pidswebs.pids.gov.ph/CDN/PUBLICATIONS/pidsdps2127.pdf.
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