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A Drop in the Bucket Brian
Stumme |
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| Instructional Objective | Learners & Context | Object of Game | Game Materials | | Time Required | Rules | Design Process | References | Instructional Objective
This board game aligns
closely with the Grade Six California Department of Education Instructional
Standards, and also touches on the Investigation and Experimentation
standards for grades seven, eight, and nine. Grade six science standards
state that students should become aware of their environment and develop
their minds in a way that encourages and stimulates inquisitiveness. The major focus in grade six is on earth
science, including resource management, sustainability and ecology. This game
addresses Standard Set 6: “Resources and Ecology… impact of wasting resources
and implications for decision-making and compromising” (California Department
Of Education, 2003) in particular.
Grades seven, eight, and nine can also enjoy this game and cover the
Investigation and Experimentation standards at their grade level. Specific objectives include
the following:
This game is a fun and effective way for teachers and
families to acquaint middle school aged children with water
conservation. The game targets grades
six through nine (ages 11 and up) and allows for play within a classroom or
at home with the whole family. It
turns the idea of water conservation, a concept not readily embraced by
middle school students due to habits that are difficult for all of us to
adapt to, into an entertaining competition to see who can be most successful
at conserving water and win the game. Ideally, students would receive instruction on the importance of water conservation and tips on how to achieve it. This game, however, is designed so that a student’s prior knowledge of typical household water use would be satisfactory preparation to play this game. It can be played more than once, at home or school without having to modify either the game equipment or rules. After the game is over, a follow-up discussion about the water conservation choices the students made would help reinforce concepts learned in the game and facilitate knowledge transfer to modify actual daily water use behavior in the home. Water
is a precious resource that is essential to all living things, yet only 1% of the earth's water is
drinkable. This is why it’s so important to conserve this
resource. Unfortunately, it’s hard to
go through a day and not waste water in some way. In this game, you are a
member of a household. Your goal is to navigate through a house and collect a
water-saving device and a water-saving habit from each room without wasting
all of your water. You will be given
50 drops of water to start the game with, which should be enough, if you make
the right decisions. The winner is the first player to return to their Start
space with at least one Device Card and one Habit Card
from each room of the house, as well as at least one “drop in the bucket”
remaining. ·
Game Board
·
Four game pieces (toilet,
washing machine, sink, and hose)
·
Four buckets, one for each
player to hold their water drops
·
Four sets of Habit
Cards and four sets of Device
Cards, one for each room
·
Four decks of Choose
to Conserve Cards
·
One deck of Tip
Cards
·
One six-sided die
·
Two hundred water drops
The
game board is divided into the rooms of household that account for the
majority of a family’s water usage: Bathroom, Kitchen, Laundry Room &
Plumbing, and Lawn/Garden. The size of each room and the spaces around are
representative of the actual amount of water wasted in that room for an
average family throughout a typical day. When you land on a space, you must
follow the instructions appropriate for that space. There are 6 types of board spaces:
·
Device space: If a
player lands on this space, he or she must try to answer a Choose to
Conserve question for that specific room. If the player answers the
question correctly, he or she receives a Device Card. The player to
the left of the roller should ask the question that is on the card. If a
player answers incorrectly, play continues and he or she must move off the
space on their next turn. Players may acquire more than one Device or Habit
Card from each room if they land
on the space multiple times. ·
Habit space: Just
like a Device space, but the player gets a Habit Card if he or
she correctly answers the question. ·
Draw a Tip Card space:
A player who lands on this
space draws the next card from the Tip Card pile. The player
may use one of these cards on an upcoming turn to move their game piece in
lieu of rolling the die. ·
Random Event space: When a player lands on one of these spaces, they
need to follow the instructions on the space. ·
Doorway: These spaces require no action and allow players
passage into the next room. ·
Start space: These spaces also require no action and show players where to place
their pieces to start the game. Setting up the Game: 1.
Place each of the four decks of Choose to
Conserve Cards and the one deck of Tip Cards in the
places designated on the board. 2.
Place all of the Device and Habit Cards
in separate piles within each room of its matching color. 3.
Each player starts the game on a pre-determined
spot. A player’s Start space depends upon the game piece that they
have chosen to play with. (Example: Player with the game piece in the shape
of a toilet starts on the blue Start space in the bathroom). After
play begins, Start spaces are valid spaces to land on. 4. Each player starts the game with 50 drops of water in their bucket. This game takes only a couple minutes to set up. Playing the game requires approximately one to one and a half hours that could be played all at once or split into two play periods. 1.
Players roll the die to see who goes first.
Highest roll goes first, then play passes to the left (clockwise). 2.
Players take turn rolling the die and must move their
game piece the number of spaces indicated by the die. Players may move in any
one direction and may visit any room multiple times throughout the game. 3.
No two players can occupy the same space. If
during their turn a player cannot move to an unoccupied space, their turn is
over. 4.
Players must land on a
space exactly in order to follow the directions on that space. 5.
As players move around the board, they must
follow the directions on the game spaces (see explanation of board game
spaces in Game Materials and Set-Up section above) while trying to get Habit
and Device Cards. 6.
On any given turn, if a player has a Tip Card,
he or she may use it to move instead of rolling the die (on the
back of each card is a movement option) in order to land exactly on a desired
space. Players cannot roll the die and then decide to use this card. They
must decide to use before they roll the die. 7. Players may move from room to room through doorways only. 8.
Running Out of Water: 9.
Once a player has at least one Habit and
one Device Card from each room, as well as drops of water left
in his or her bucket, the player should move towards their start space. When the player lands on it exactly with at
least one drop in the bucket left, he or she wins the game. The
design process was a combination of inspiration, theory, and dialogue of the
design team members. We went through three to four different iterations of
the game. The process began by immersing ourselves in the content of water
conservation. Key content areas were categorized to overlay components of the
game. The five P's (pieces, patterns, paths, prizes, principles) were
finalized and discussion of the design of the board followed. Theories
and design principles guiding this development were Functional Context Theory
(Sticht, 1987) and Situated Learning (Lave, 1990). Principles of
design that influenced us were use of multiple modalities, repetition, and
use of real-life scenarios (Fleming & Levie, 1993). Throughout
our board we developed spaces that made conservation difficult. We
wanted the players to understand the implication of choices and random events
on water consumption. Furthermore, we wanted to enhance the affective
state of valuing water as a resource. To simplify the rules we tried to
put as many directions for play on the board itself. Movement around
the board was developed to give freedom of decisions for the players to
represent the multiple choices available in water conservation. The requirement to always have water to
keep playing is designed to show how activities can hinder this ability and
the importance of water in our daily life.
We did additional trial testing by bouncing the game off of spouses,
coworkers, or whomever we could find.
After multiple iterations of the game, once we felt we had a playable
prototype we played the game ourselves to see if we enjoyed playing, which we
did. We felt that we achieved Flow
(Csikszentmihalyi, 1990). Lave, J., & Wenger, E. (1990). Situated Learning:
Legitimate Peripheral Participation. Cambridge, UK: Cambridge University
Press. Sticht, T., et al. (1987). Cast-off Youth: Policy and
Training Methods from the Military Experience. New York: Praeger. Fleming, M. & Levie, W.H. (1993). Instructional Message Design. Englewood Cliffs, N.J.: Educational Technology Publications. Electronic California Department of Education. “Science Framework For California Public
Schools.” California Department of Education: Curriculum and Instruction:
Curricular Frameworks and Instructional Materials: Science Framework. 7
Oct. 2004. http://www.cde.ca.gov/re/pn/fd/sci-frame-dwnld.asp City of Salem. “Facts About Water Use” City ofSalem Public Works Operations. 9 Oct. 2004.http://www.cityofsalem.net/~pwops/facts.htm
Environmental
Protection Agency. How to conserve
water and use it effectively.
Retrieved on 9/26/04 from http://www.epa.gov/water/you/chap3.html Fleming, M. & Levie, W.H. (1993). Instructional
Message Design. Englewood Cliffs,
N.J.: Educational Technology Publications. Lave, J., & Wenger, E. (1990). Situated Learning:
Legitimate Peripheral Participation. Cambridge, UK: Cambridge University
Press. Sticht, T., et al. (1987). Cast-off Youth: Policy and
Training Methods from the Military Experience. New York: Praeger. Thomson-Brooks/Cole
Publishing. “What Can You Do To
Reduce Water Waste?” Living In The
Environment Environmental Science Textbook Companion. 29 Sept. 2004. http://www.brookscole.com/cgi-wadsworth Water - Use It Wisely. “100 Water-Saving Tips.” Water – Use It Wisely: 100 Ways To Save Water And Counting. 30 Sept. 2004. http://www.wateruseitwisely.com/100ways/sw.html |
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Last updated October 9 2004