This paper presents the designing process of the transformation of adventure education into digital games for the counseling purposes. Two collaborative games were developed namely Broken Squares and Moon Balls to involve students in the group work. In the gaming process, it is through the metaphorical teaching that the students are involved in the active thinking, interpersonal communication, and affective expression that they discover their roles in the social groups. Students' collaborative gaming process will be recorded by computers and observations will be conducted by researchers to understand students' social behaviors. Questionnaires and tests will be used to analyze students' learning transfer attempts. It is hoped that the adventure education games designed in this study can help students to lower their self-defense mechanism, involve in active truthful social interactions, and rebuild the sense of self-efficacy.
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