|Creative Training - A User's Guide (IIRR, 1998, 226 pages)|
Games are an active and social way of learning. Many common place games, e.g., playing cards and board games, can be adapted to introduce specific topics and needs for the community. These can provoke discussion about certain issues like health, gender and environment.
To encourage people to read the messages as they play and discuss their content. They do this in an enjoyable way, and repetition of the game reinforces the messages.