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Magellan
2000 By Maria
Kazinou William
Schutt
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| Instructional Objective | Learners & Context | Object of Game | Game Materials | | Time Required | Rules | Design Process | References |
Children
are presented with the terms and concepts of latitude and longitude
after the fourth grade, and they learn how to use a map to find the
latitude and the longitude of a geographical sites. According to the
California Geographical and Economic Literacy Standards, students learn
to identify and locate key places and regions of the world, and use
"physical and mental maps, globes, and other geographical tools
to derive information about the relationships among people, places,
and environments over time"(http://www-internal.sandi.net/standards/).
Learners
& Context of Use
The game is designed for 4th grade students and above. To play this game, a student should be able to read a map and know how to locate locations by using latitude and longitude. In addition, compass directions and map orientation skills are also needed to be competitive. This game can be used at home or school. It is designed so that 2-4 players can play comfortably. For classroom applications, players can be divided into teams of students (2-3 students per team). If the game is used in a school, no special accommodations are needed. The game can be played in any standard classroom. Object
of the Game
Players must complete their journey by landing on each of the capitals that are determined by their Journey Cards. The player, who visits all of their destinations first (correctly answers questions at their destination city), is the winner of the game. Game Materials The following materials are included in the Magellan 2000 game:
The game
is for 2 to 4 players and will play for approximately thirty minutes
to an hour. Players can determine the length of the game by deciding
how many Journey Cards will be dealt at the beginning of the game. Players
can deal 5-10 cards, depending on how much time they have available
and how many players will play. The Rules SETTING TO PLAY
NOTE: WINNING
THE GAME
Design
Process
The idea that drove the design of this game was our intention to present children with a game to develop their map reading skills and their ability to use latitude and longitude to determine the location of a country or city. We also reviewed the National Framework Geography Standards to identify the goals and activities established for 4th and 5th grade students. The fundamental objective in the standards was the need for students to be able to understand how to use maps and other geographical representations to acquire, process, and report information from a spatial perspective. We thought that the best way to do that was to use a map of the world as the interface of our game board. The game board is arranged so that players need to identify and locate key places and regions of the world. In the process, players relate world capitals and cities with countries, countries with continents, and the relationship of these locations with their physical placement on earth. This movement over the board simulates a journey conducted while flying as a crewmember (navigator) in a jet aircraft. The use of Journey Cards send players to capital cities located throughout the world. The capitals are emphasized on the board with colored marks so that players relate them easily with their countries, continents, and their placement on the earth. Initially we intended to include mythological and other characteristic elements associated with various geographical locations (e.g., Bermuda Triangle, etc.), but during the design process we agreed that this would cause confusion and diverge from the basic focus of the game. We still believe that this element would add motivational value to the game, but were unable to graphically depict these elements into the current prototype. In our initial design, we also included the idea of having players adding points whenever they answered a question correctly. This idea faded as we discovered that this would add undesired complexity to the game for the determination of the game winner. Therefore, we decided that we should direct the theme of the game toward an adventure journey game. Whereby the player who reaches each destination and answers latitude and longitude based geographical questions first will ultimately be successful. The answering of geography questions using latitude and longitude is emphasized by the use of the timer (speed & accuracy factor). In addition to the basic use of latitude and longitude to answer location oriented questions, we also used spatial questions to emphasize the relationship of capitals, cities, and continents to the Equator, the Tropic of Cancer, the Tropic of Capricorn, the International Date Line, and the Prime Meridian. The question cards were coded to the continents. We felt that this would better support the spatial relationship objectives. For example, if a journey destination was Kuala Lumpor, Malaysia, questions would be asked that pertain to Asia. In selecting our game theme, our initial thought was to use sailing vessels as game pieces. However, during the design process, we discovered that this would dramatically limit the scope of the game by being able to use only maritime destinations. Therefore, we decided that our game pieces would represent jet aircraft that are able to fly above the speed of sound (quick movement) and are able to travel to land based destinations. The movement of the pieces around the board was our next consideration. Our initial intention was to use a predetermined racetrack type pattern that players would use to move around the world. In this paradigm, players would have used dice for movement along the arbitrary predetermined path. We abandoned this idea for use of a more engaging approach. The race track / dice format would have greatly limited player movement and would not have reinforced the core objective of using latitude and longitude on the game board. We opted to use an "Action Spinner" for the movement of game pieces. The Action Spinner indicates how many degrees (both latitude and longitude) that each player will move. Players are given the freedom to move in any direction and must continually use latitude and longitude skills on each movement of the game piece. To make the game challenging and exciting, we added Chance Cards that may be either an obstacle (Obstacle Cards) or protection (Obstacle-Protection and Attack-Protection Cards) from a threat. Attack Cards were used to increase off turn player involvement in the game. This brings more interactivity between players and keeps them involved throughout the whole game. We may have overplayed the role of the chance cards, but only more intensive game playing and testing will answer this design question. We believe this theme and design (spinner and player determined movement) best meet the objectives of the game (development of latitude and longitude skills). Game Board, Playing Cards, & Spinner Books & Journals
Electronic
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Last updated October 23 2000