Toolbox — For Training and Youth Work
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Group Building Activity, Boardgame
This quiz is inspired by the classic German game show Der Große Preis. It focuses on the Sustainable Development Goals (SDGs), with question categories covering SDG 1, 2, 5, 10, and 16.
Each category includes questions worth 100, 75, 50, and 25 points.
The Aims oft he Tool are:
• To increase participants’ awareness and understanding of the Sustainable Development Goals (SDGs), especially SDG 1, 2, 5, 10, and 16.
• To promote learning in an interactive and playful way, making complex global issues more accessible.
• To encourage teamwork, cooperation, and communication among participants from different cultural backgrounds.
• To foster critical thinking and discussion around social justice, equality, and global challenges.
• To support intercultural exchange by creating a shared learning experience in an informal setting.
• To empower young people to actively engage with global issues and reflect on their own role in promoting the SDGs
This quiz is inspired by the classic German game show Der Große Preis.
It focuses on the Sustainable Development Goals (SDGs), with question categories covering SDG 1, 2, 5, 10, and 16.
Each category includes questions worth 100, 75, 50, and 25 points. Harder questions give more points.
Game Setup:
The game is set up in a table format on a whiteboard, showing the categories and point values.
Each category has one field for each point value.
The fields may be left empty if the questions are asked orally. Alternatively, the questions can be written into the fields and covered with Post-its or similar materials until the respective field is selected.
The same setup can also be created digitally, for example using an online whiteboard such as Miro.
The joker questions can be freely adapted to the group and the location.
Gameplay:
The participants are divided into teams. There are 20 questions, so the number of teams must be such that each team gets the same number of turns (2, 4, or 5 teams) – if this is not possible, there needs to be a starting game/question to define who can start and therefor has a benefit. The teams take turns and may always choose a question they want to answer. If the question is answered correctly, the team receives the corresponding points. If the question is answered incorrectly, the question can be opened to the other teams to steal the points.
Each team has only one chance to answer. In the case of multiple-choice questions, it may make sense not to open the question or to ensure that the other teams have to answer at the same time to prevent teams that answer later from having an advantage.
The team with the most points at the end wins.
This tool is a fun and engaging way of solidifying learning outcomes regarding the SDG’s. Participants get to use their knowledge in a semi competitive setting. The Joker questions can be used to implement team activities with the purpose of gameifying the tool.
SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.
http://toolbox.salto-youth.net/5404
This tool addresses
Group Dynamics, Intercultural Learning, Gender issues
It is recommended for use in:
Youth Exchanges
The tool was created by
Unknown.
(If you can claim authorship of this tool, please contact !)
The tool was published to the Toolbox by
Dominik Wächter (on 15 January 2026)
and last modified
14 January 2026
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