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Instructional Objective | Learners & Context | Object of Game | Game Materials |
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Time Required | Rules | Design Process | References |
Students
will review knowledge of simple machines and their uses. They will also
apply these understandings through constructing solutions to real-world
problems that incorporate simple machines.
Learners & Context of Use
This
game is deigned for students in grades three-five. Typically, children
at this level range in age from 8-12 years old. They enjoy competition
and hands-on activities.
Simple
Machines could be played multiple times once students acquire an understanding
of the six basic simple machines and their uses.
The
object of the Simple Machines Game is to be the first to collect all
six simple machine pieces and then complete the final challenge build
Gameboard
Player
tokens
Chance
cards

Build
cards

Trivia
cards

Dice
Timer
Simple
Machines building kits
Simple
Machines tokens to be collected once the associated thread of the
board is complete
Set-up
time would be about 5 minutes and game length would average around one
hour.
The
Rules
1. Each player/team selects a token to move around
the board. All tokens are placed in the center hexagon.
2. Each team rolls one of the dice and the highest
number determines which player/team goes first.
3. To start a turn: A team rolls the dice and decides
which path they want to slide down. Once they slide down the thread,
they move clockwise the number of spaces that they rolled.
4. There are three space a player/team can land on:
a. Chance - Draw the card and follow its directions.
b. Trivia- Draw a card and have the other team read it to you. Answer
correctly and you get to roll again. Answer incorrectly and your turn
is over.
c. Build - All teams participate in this round and build a solution
for the card. Participants determine whose solution is the most unique
and this player/team is awarded 3 free spaces. Other teams are awarded
one free space. Play resumes with the next team rolling.
5. Each team must move up each thread of the screw
game board. Once a team successfully reaches the center of the board,
they earn a simple machine piece. After earning the piece, they slide
back down the same thread and proceed to the next thread that they need.
6. Once a team collects the sixth simple machine piece,
they must successfully complete a final build card.
Ron-
I thought of the
activities of using simple machines to do work that saves expenditure
of force by people in way that made the ideas tangible for kids, that
is, using the tools. I thought of other activities such as how about
vocabulary cards: words such as fulcrum, etc. word on one side, answer
on the other. One side could draw and ask the other side and if not
answered they lose their next turn.
Johnnie-
After we formed
the Simple Machines Trivia (SMT) group, I needed to get my head around
what the content encompassed, what the learners would need to know to
play the game, and what we might do to support the mental models of
the content. I knew that I would need to do some research on the web,
with my 2-5 grade teachers, and from our texts. I saw that we had a
keen ability to support the different types of knowledge (facts, concepts,
processes, procedures, and principles) - and this excited me to no end.
In designing the game appropriately, I hoped that we could build upon
near transfer to achieve far transfer in the application of simple machines
(SM). I was happy to do the graphics for our group - this I can do.
Jonathan-
Before we formed
our group, I was brainstorming many ideas and just trying to come up
with something that connected to my taeching. I also wanted a game that
would excite and challenge kids. The simple machines game came to mind
and I started to brainstorm all of the interactive ways that this game
could be developed. I looked over our county website and noticed that
the Science standards encourgaed problem solving and hand-on science.
Once I got positive feedback from classmates, I knew that I was on to
a good idea.
How did you enhance
your ideas?
Ron-
By discussing
with group and by working out the activities by word and simulation.
Johnnie-
After talking
with my partners, I did an exhaustive research on educational games
and SM, and I searched for references of SM simulations. I read loads
of pages on pulleys, incline planes, screws, wedges, wheel and axles,
and levers. I even played with these versions of these SM that I found
in my garage and in our science lab. I talked to our second and third
grade teachers about SM and the problems students have with this content
area.
Jonathan-
A lot of discussion
with my teammates enabled us to refine our idea and bring it into focus.
We did this through text chat and conference calls.
What ideas did
you consider and reject (and why?).
Ron-
At first I considered
larger simple tools for use in game, but that became clear was too cumbersome
and more like a lab activity than a game. In looking for what was available
to use of a smaller scale, I found a simple games activity kit intended
for grades 4-6 science activities that seemed ideal and opted for that.
Johnnie-
We wanted to include
concrete examples of the SM's within the game play. With the use of
these models or scaled down versions of SM, we felt that the players
would be able to visualize applications that used these SM's. I pondered
three different types of game boards, but we finally decided on a board
that resembled on of the SM's - a tip of a screw. The two other boards
had elements that we felt would detract from the information acquisition
and knowledge application of the game - one board had two concentric
circles that intersected and the other was a race path that elevated
as the players advanced (3D).
Jonathan-
The rules and
game play consumed a lot of my time. I particularly struggled with how
to organize the build challenges. At first I thought about having only
one team build at a time and having the others watch. Then, after some
conversation, I realized that it would make more sense to have all teams
building at once. I realized that this format would engage all players
equally and drive towards the goal of the game which is a review of
simple machines.
How did you gather
background information?
Ron-
I did an advanced
google search using the "exact phrase" "simple machines".
The results of the search were very helpful and were relatively concise
in number.
Johnnie-
I got to use Ron's
great Google search on SM's. I also did my own search on the different
types of SM's, SM games, and SM simulations. I found and read lesson
plans that focused on SM's. I also looked at second grade curriculum
that covered SM's in the classroom. I found three books in out library
on SM's.
Jonathan-
I used some links
of my own that I've used while teaching simple machines to third graders.
I also looked at some of the links taht Ron found in his Google search.
What did you
do to see if there are similar games out there?
Ron-
The above search
and general google search of "simple machines turned up some online
game activities, but mostly what were classroom type science activities
involving simple machines.
Johnnie-
I first checked
out our Cardboard Cognition, but did not find a reference to SM's; however,
Ron and I felt that one or two of the science games had promising elements
that we could use. Did a serious search on the web, and did not find
a SM board or card game - one could be designed! I did find a few online
SM simulated activities - not simulations.
Here are a few:
EdHeads:
http://edheads.org/activities/simple-machines/
Nova: http://www.pbs.org/wgbh/nova/lostempires/obelisk/lift.html
Jonathan-
I also used the
links from Ron and then after talking with my team, realized that there
weren't many games that were similar in content or form to the one that
we were developing.
What did you
do to get feedback on the idea?
We presented the
idea to the class during our chats and recieved a lot of good ideas
from classmates. We also discussed it with colleagues and discussed
it within our group.
How did you flesh
out the game to the point of having a playable prototype?
Jonathan finalized
a rough draft of the game rules and instructions. Johnnie created a
black and white model of our game board. Ron took the files that we
sent him, and he printed them to present to the face-to-face class.
How did you gather
feedback from that?
Ron (our face-to-face
member) brought a simple and rough example of our game with cannibalized
parts from other games into the 670 classroom. He received excellent
feedback on our design and its playability - it is hard to believe that
it had any playability. After Ron formatted the feedback, he emailed
it to all the members of our group. We met in the EdChat site and discussed
the results. We narrowed down the remarks and address fixable areas
of our game - we had many. We then made plans on what to do and we divvied
up the jobs.
What lessons
did you learn from this that you'll carry to your next game design project?
Ron-
The importance
and validity of coming up with a swarm of ideas as a group, paring those
ideas and then putting the survivors to work became clear during the
process. Getting working input from others on the product was extremely
helpful. I think the proof is in the doing these steps and that makes
me want to carry this process forward to a next game design project.
Johnnie-
Test, Test, Test.
I would want to use a few small focus groups to test out our cards,
the playability of the board, and then I would like to know the feeling
of the players as they moved through the different stages of the game.
Maybe, a small video of the players and the game play would also be
beneficial. What have I learned to carry forward? Work hard on making
it challenging, fun, and meaningful.
Jonathan-
I think that it
is extremely important to have teammates to work with and bounce ideas
off of. WIthout the creative ideas of te other members of my team, I
am not surethat the Simple Machines game would have come out as well
as it has. I also understand that game designing is a long process that
involves a lot of reflection, testing and collaboration.
Books
& Journals
- Book1
(Use APA format, except for the negative indent of the first line)
- Book2
- etc.
Electronic
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