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.
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.








