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San
Diego
Adventure |
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Xi
Cheng, Pei-Shan Chuang,
Nancy Lai,
Monica Veinbergs, Gentiana
Cheung |
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Instructional
Objectives
Players will become familiar with the general
whereabouts and characteristics of the major attractions in the vicinity
of San Diego. They will learn of the many places of interest that they
can visit when they are in San Diego and strategies to plan a trip in
San Diego. They will also acquire historical knowledge
of San Diego and gain better understanding of U.S. culture.
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Learners
and Context of Use
People new to the San Diego area will find
this game instructive. They could be foreign students in high school or
college, ranging in age from 15 to 25, possibly even older. As long as
they are not native to San Diego, they will learn something about the
history and environs of the city.
The
game acculturates foreign students to the myriad choices they may encounter
in San Diego. Given that most of them are here for only a certain limited
period of time to further their studies, they have to choose how to spend
their leisure time wisely. The design of this board game attempts to expose
them to the many attractions of San Diego and is suitable for newcomers
as well as for visitors interested in what the city has to offer.
This
game can be played during orientation week for both international and
domestic students from other parts of the States. It can be played more
than once to familiarize players to the different options they have with
their time in San Diego. They may be motivated to make a trip to a historical
or cultural site that they have not previously considered before as a
result of playing the game. |
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Object
of the Game
The goal of the game is for players to move around the board accumulating
as many points as possible. Whoever has the most points (numbered chips)
at the end is the winner. When the player runs out of time cards, he/she
can no longer play the game.
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Game
Materials
A board with about 60 places of interest in San Diego. |
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pieces with faces representing a variety of multicultural backgrounds
on them for different players
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[PDF] |
A
box of chips with different values on them: white chips are worth
5 points each, green chips are worth 10 points each, red chips are
worth 30 points each, and yellow ones are worth 50 points each
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[PDF] |
Time cards: 1, 2 and 3 hours (100 cards of each).
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front[PDF]
back[PDF] |
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Question cards contain knowledge of daily life and histories of
different places in San Diego.
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front[WORD]
back[PDF] |
| Chance
cards contain content related to real life experiences that players
may encounter in San Diego. Chance cards may help or hinder a player
from winning.
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front[PDF]
back [PDF] |
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Two spinners to determine the rate of players¡¦ mobility: one for
the trolley, the other for rental cars |

[PDF] |
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Time
Required
Minimal time is required to set up the game, which
takes about 1-2 hrs. to play. The number of players can vary from two
to six.
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The
Rules
General rules
1. Each player
selects a game piece to represent himself/ herself.
2. Each player
is given the equivalent of 36 hours of time cards at the beginning of
the game.
3. Using
the same spinner for everyone, players will spin to determine who will
go first. The one spinning the highest value goes first. Second highest
value goes next, and so on.
4. All players
start at the Airport site by means of a rental car.
5. The spinners
will tell players how many cells they can move up each time it is their
turn.
6. Special
rules for BALBOA PARK/DOWNTOWN (RED-LINE TRACK) movement:
For those going to Balboa Park/ Downtown area, they have the option to
go by trolley (use the trolley spinner), but will have to pay for that
with 2 hour time cards. For those choosing to stay with a rental car in
Balboa Park/ Downtown, 15 points will be taken from them. (A table
of transportation modes around Balboa Park/Downtown area is provided on
the board as well.)
7. MOVEMENT
RESTRICTION: A player can only go in a backward direction in dead end
paths (i.e. Imperial Beach, Coronado, etc.)
8. Whoever has the most points (numbered chips) at the end is the winner.
9. When the player runs out of time cards, he/she can no longer play the
game.
Cell
Landing Rules:
| Cell |
Points |
Note |
COLOR
CELL:
Fuchsia, green, or orange
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Players
receive:
Regular
Points
¡Eyellow chip (50 pts) for landing on orange-colored cells.
¡E red chip (30 pts) for landing on fuchsia-colored cells
¡E green chip (10 pts) for landing on green cells
Bonus Points
May answer a question that can give them an additional 5 points
(white chip) if they answer correctly.
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¡ENo
penalty for answering incorrectly.
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QUESTION
CELL:
Answer questions to gain points.
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Answer right, get 10 points. Answer
wrong, no points. |
¡E The
question is read aloud by the player on their right.
¡E After question is answered, the card is placed at the bottom of
the pile.
¡E Players have to answer a question.
¡E Correct answer: player receives a green chip.
¡E Incorrect answer: Player gets no chips. |
| CHANCE
CELL:
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Gain
or lose points according to the content of chance cards. |
¡EThey
have to take a card off the top of the ¡§chance¡¨ cards and do what
it says.
¡EAfter chance action is taken, the card is placed at the bottom of
the pile.
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Design
Process
The original idea of this project was based on one of the team members,
Xi¡¦s idea: Traveling in Hangzhou, China for foreigners. The initial design
was to simulate the real life events that a traveler might encounter during
a trip: time, money and transportation considerations, deciding which
point of interests to visit, and adjusting to possible cultural differences
that might influence the travel experience. In light of those content,
several rules were generated: Players started with a limited amount of
money and time cards which were to be paid during each visit of different
landmarks. Chance cards were added to present the possible events encountered
by travelers in an unfamiliar place. Several dices were used to differentiate
various modes of transportation.
The first team meeting resulted in several changes of the boardgame design.
Team members decided to shift the travel destination to San Diego. To
narrow the range of movement with different transportation modes, team
members also changed dice to spinners so that the movement numbers could
be embodied in smaller values. Also, team members agreed to give a real
context to the board and game pieces by using real siteseeing attractions
and multicultural faces for the different players. However, we maintained
the fundamental rules of the original design because they were applicable
to different visiting spots.
One important consideration of game design was to decide what the learning
content was and how to integrate those learning content into the process
of game playing. The initial idea on learning content for foreigners revolved
around three aspects: familiarization of the landmarks in San Diego and
identification of their relative importance, effectiveness in distributing
time and money during a trip and cultural differences in a foreign country.
To integrate those learning content, the game was preliminarily designed
in the following ways:
1) Classify the importance of landmarks by allocating different amount
of time and money to them.
2) Design intersections of the movement path so that players have the
chance to consider the best path to go according to their own situations.
3) Put events that represent cultural differences in Chance cards as unpredictable
factors of the trip as well as this board game.
The team did not discard the possibility of adding historical knowledge
to the board game. However, we still needed to figure out an ideal rule
to integrate pure knowledge base content. The question-answering and movement
design was not quite proper because this game intended to provide educational
meaning in both trip planning and knowledge. In addition, we wished not
to discourage players without substantial prior knowledge of San Diego
in the first place.
When proceeding to draw the map, we encountered some decision-making points
again. We tried to approximate the general layout of different places
to real life, e.g. different museums along the track for Balboa Park.
We realized that it was impossible to draw the map precisely to scale
because many landmarks around Downtown would be excluded owing to the
limited space of the downtown area on the board. And this would not be
of the best interest of the players. Therefore we chose to enlarge downtown/Balboa
Park and increased landmarks from 20 to 60 to enrich the sightseeing spots.
The usability test conducted with several players resulted in the following
recommendations:
1) Simplify the rules: Several users pointed out that players paying time
cards and money cards after landing each cells made the game quite tardy.
It was also too complicated to calculate so many values after each movement.
2) Players also suggested us add knowledge of San Diego to enrich the
content.
While quite a few flaws were revealed during the usability test, we were
pleased to see that players did try to make a decision on which way to
go and which landmarks to visit to maximize their chance to win the game.
We believed that this process would be a very good rehearsal for foreigners
who plan to visit San Diego.
With the feedback from usability test, we decided to dispense with the
original idea of handing out paper money to players at the start of the
game. We kept time cards as a factor that would exist in reality. And
because the removal of money cards, we changed many chance cards that
contained content of winning or losing money. We decided to replace it
by points which would eventually determine the winner of this game.
We then dealt with the knowledge content that we intended to add in the
board game. We decided to maintain the original rules of gaining points
according to the color of each cell. Furthermore, we added two types of
question-answering opportunities to encourage players to learn more about
San Diego. One was ¡§question cells¡¨ in which players were required to
answer questions to gain points. The other was to give players the option
of answering questions when they land on the colored cells. This design
would encourage players to increase their knowledge of San Diego. At the
same time, it also maintained the original learning objectives that the
board game intended to convey¡Xknowledge involving in traveling in a strange
place, e.g. time constraints, identification of the different landmarks
and knowledge of daily life in America.
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References
http://www.sandiego.org
http://www.sdmaritime.com
http://www.san.org
http://www.virtualtourist.com/vt/b8708/
http://www.sddt.com/Community/Landmarks/
http://www.sandiegonorth.com/default.asp
http://arestravel.com/392/-/attractions/g3314/pageNum=2
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