Wednesday, November 27, 2019

Revisiting the Game Design Project Packs in STEM

It's been three years since I started making the Project Packs. A lot of changes on my job have moved me in other directions, but I recently had a chance to get back to them. I took a couple groups through the Love Letter Project in middle school STEM and they couldn't get enough of it!

It reminded me how much potential these activities have for learning and engagement.

On the other hand, I've also learned a lot about creating classroom resources for other teachers in the past three years. I see now the Project Packs are not as "ready to go" as many teachers would like. While a teacher could possibly just hand out the resources (physically or digitally) and set the class loose, it would take a special group of students to sort it out on their own.

Instead it would be better for the teacher to play the base game ahead of time and create their own sample project. And it might one of many projects going on in the class. (Game design probably won't appeal to every student.)

When many teachers google "class game design activity", they probably are looking for something a little more structured and conventional.

Clark and I were going for something deeper when we started working on these. 

In my experience, quick, easy engagement in the classroom usually results in superficial learning that fades soon after the test. I envisioned the projects on this site as something a lot more epic. From what I've seen, I still think it's possible.

If you've looked at any of the Packs and they seem overwhelming, make sure you've read and understand the four stages below. Only then should you try to choose one of the individual projects.

Click any one of the stages below to see what that part of the activity entails. This page includes this important information, but elaborates on some of it too.

 Learn the Base Game - Students get a chance to learn the rules and play the base game that they'll be modifying.



Redesign the Base Game - Using a Game Design Planning Sheet, students will make connections between key aspects of the class content and their version of the base game.


Playtest the Games - Students play their own games and the games of others. They can exchange feedback and, if time allows, further develop their designs.


Reflection - A reflection sheet requires students to think back over the project. It asks their opinions and for justification of their design decisions with respect to the class content.


Friday, April 7, 2017

How to Adjust the Project Packs

Most teachers won't use a game design activity because they fear it will take too much time. That's why one of my main goals for the Game Design Project Packs has been to provide flexible stages that teachers can adjust or skip altogether.

Here four levels teachers could choose from, in order from least to greatest investment of class time.

Just for Fun - This would be a quick entry into game design. Students could complete it in two class periods.

  • Learn and play the Base Game.
  • Complete the Planning Sheet, including redesigning the cards.
  • The teacher could have students actually print the cards and play the game outside of class, or just leave that to the students to pursue if they want to.
Introductory Level - This is the best way to let students see the whole process without taking too much time for game design. This will probably take three or four class periods.
  • Learn and play the Base Game.
  • Complete the Planning Sheet, including redesigning the cards.
  • Create the cards and any other components.
  • Test the game they created by playing it.
  • Complete the Reflection sheet.

Standard Level - This lets students explore game design more fully, but stops short of making a polished production. This would take five or six class periods.
  • Learn and play the Base Game.
  • Complete the Planning Sheet, including redesigning the cards.
  • Make additional changes to the rules too. (The Planning Sheets have suggestions for this.)
  • Create the cards and any other components.
  • Test the game they created.
  • Exchange games between groups and have students try each other's games.
  • Revise games based on feedback.
  • Complete the Reflection sheet.
Advanced Level - This would work well for an elective class that can focus extensively on the game design process. It could be drawing out to two or three weeks, depending on the quality of the final product. Include all the steps from the Standard Level, but also add these:
  • Written rules are required, including introductory paragraphs that draw players into the theme.
  • Require repeated cycles of testing and revision, including some groups who have to learn the games only from the rules.
  • Card design must include color layouts and artwork. You might even require a quality printed version.
  • Instead of or in addition to the Reflection Sheet, students would be required to write a reflection of the design process for their game and what they learned from it.

Here's the slide I used in a recent presentation. It only includes the Introductory through Advanced levels.

Game Design Project Packs Quick Overview

I created a short overview video (just over 1.5 minutes long) to sum up the Game Design Project Packs. You can also find it on the What's a Game Design Project Pack? page.

Friday, March 17, 2017

Non-Digital Game Design for Deep Learning - MACUL 2017 Presentation

Clark Rodeffer and I shared the Game Design Project Packs with educators at the MACUL conference in Michigan this week. Here are three resources related to this.

First, we created a trimmed down version of the Project Packs site so teachers could see the project more or less as students would. That site is here. It is a great introduction to the resources, but remember that you can find those plus all the additional information for running the projects by accessing the different items in the menu above.

After the conference, I recorded myself talking through the intro, much like we did at the conference. In less than nine minutes it sums up the purpose of the Packs and how they solve the problems I've seen in other game design projects.

And here are all the presentation slides.

Monday, January 2, 2017

New Base Game Ideal for Elementary - Zapped!

Last month I was thrilled to come across a simple game created by John Kean called The Playful Unicorn. John submitted it on a form as something useful in education. After reading the short rules I could see why. It was brillant! I asked him if I could use it for a Project Pack and he kindly agreed.

I call my version of the game Zapped. It is a simple matching, press-your-luck and (possibly) memory game that elementary students would have a lot of fun playing and redesigning. Older students will still enjoy it and it offers them some great options for redesign and discussion of class content.

John posted his resources for his original game here. Check it out to see some excellent card art, his design reflections and a background story for the game.

You can find my Zapped Project Pack here. Remember that I purposely make the card art plain and I remove the theme so students can start with a mostly blank slate.

Sunday, October 30, 2016

New Project Pack - Seize the Power

I finalized the third Project Pack this weekend. It's based on one of my favorite original designs and I call it Seize the Power.

This game is more strategic than the others I've posted here and it also has 24 cards. Both of those factors makes it best for older students who are serious about digging into game design.

My goal for the game was to make some simple rules for acquiring cards, but every one of those cards has an effect that grants the player special actions. As you build up your collection of cards (called a Scheme in the base game), you'll end up with your own unique actions to choose from each turn.

The possibilities for modifications on this game are endless. Creative students can add different types of cards, components and actions to make it fit any theme.

You can access the Project Pack for this game on the Base Games page or by clicking here.

Saturday, October 15, 2016

New Games in Development

I added a section to the Base Games page for games that are in development. I also added one of my favorite games to that section. It's called Seize the Power.

"In development" means I've tested the game, but I don't have all the Project Pack resources complete yet. Rules and the base cards will be posted, but they could still change before I post the final Pack. That means they're worth exploring by teachers and students who are serious about game design.

It also means I would love to hear your feedback on them! Please write me if you have any questions or comments that will help me complete the resources.

If you want more information about Seize the Power, it is a strategic game I created that will be best for students in grades 8 - 12. It's all about using resources wisely to gain best cards, allowing you to acquire the most power by the end of the game. It's a bit of a challenge for students because it has 24 cards they will redesign.