This past month I was tasked with creating an educational game to illustrate my understanding in gamification. Gaming is something that I have always enjoyed personally, and its ability to engage and enrich the education of those that participate is something that has always fascinated me. Applying that to a complex subject such as cannabis is a bit of a challenge. And furthermore, making it entertaining and accessible is also a large part of the equation. Therefore I decided to create a version of Jeopardy for employees and enthusiasts within the cannabis industry. 

In an earlier class, I created a brief prototype of an employee training course that introduced participants to four main categories of cannabis: cannabinoids, terpenes, consumption methods, and general history. In my version of Jeopardy, named Canna Jeopardy, participants can select a category that they feel the most confident in, and from there, pick a question that ranges in points from 100-500. The questions are created to help educate for those who many not know the answers with phrasing that mirrors the cannabis training. These are the important facts that employees, or budtenders, must recall when answering questions for customers. 

Using interactive instruction as a form of active learning, Canna Jeopardy gives players an opportunity to recall the information they’ve learned and demonstrate their confidence in cannabis knowledge. After walking away from the game, whether they’ve won with the most points or not, players will be better equipped to make suggestions and recommendations to their customers that are based in science and the latest research in cannabinoids and terpenes. 

Test your cannabis knowledge by visiting https://jeopardylabs.com/play/canna-jeopardy-2
Canna Jeopardy
Published:

Canna Jeopardy

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Creative Fields