**11. Game definition and rules of conduct**

During a scheduled studio session individual participants would form groups of no more than three and no less than two members. The activity was time-limited and entailed collective and collaborative knowledge and skill. Like most games, there was also an element of luck depending on the cards drawn, the number of questions per card and the level of difficulty of questions. The required knowledge was expected to have been obtained from delivery of lectures in the Mechanical or Automotive Design and other modules (both at foundation and intermediate levels) and gave the opportunity to apply and reinforce knowledge through collaborative learning. The skill element would be evident in the manner in which the participants would explore or deduce the required information by using sources of information available to them (including the internet and reference lecture notes within the Virtual Learning Environment) and through collaborative reasoning.

Participants would blindly draw three cards at a time and once these were completed, they could then request more cards. Each question would have points associated with it, the precise weighting of which was not known to the participants. One in three questions would carry a negative score, or penalty, which was not disclosed to the participants. This would only be applied to easier questions that the students were expected to know. Questions carried either 2, 4 or 6 points depending on level of difficulty, but were not disclosed to participants. All questions had to be attempted before the quiz cards could be returned to the facilitator and participants had to identify and physically handle the part on the quiz card (guidance and direction as to the whereabouts of the part were provided for this).

Specifically, the questions covered certain aspects of mechanical design including:

