# Blustery Day

## by Tomoko Ito

Tomoko is a second grade teacher who loves children. When she's not devoting time to her students, she enjoys golf and going to the movies.

Instructional Objective (Use/Concept) Given the board game Blustery Day, the learner will be able to maneuver the playing pieces in the appropriate north, south, east, or west directions.

Learners/Context The target learners are second grade students, ages seven and eight. The board game is a "practice" activity, to be played after students are taught basic directional concepts.

Rationale The board game allows the players to apply their knowledge of directions on a map setting. Players will practice moving auxiliary pieces appropriately while "collecting lost toys." The type of board used here is similar to "battlefield" type games.

Rules

Number of players The game can be played with two to six players. The game will take approximately twenty minutes.

Object of the game To collect as many toys as possible before the timer goes off.

Materials needed * Game board

* Pooh bears

* Timer

* Compass

* Number dice

* Direction dice

Scenario One "blustery day" the magical winds came into Christopher Robin's room and scattered all his toys to Winnie-the-Pooh's forest. Pooh Bear graciously offered to collect the toys before Christopher's mother returned in 20 minutes.

Directions 1. Have an adult help set up the game board and compass.

2. Players start in the compass center.

3. Roll the number dice once - highest number goes first with play continuing to the left.

4. Set timer for 20 minutes.

5. First player rolls the number dice and direction dice together. The number dice tells how many square moves are allowed. The direction dice tells in what direction you must go.

6. Players should look for landmarks on the map which have hidden toys. If a player lands on a landmark and there is a toy hidden underneath it, he may keep the toy.

7. If a player lands on top of another player, he may take one toy away from that player.

8. If a player rolls a bag of wind on the direction dice, he must return all his toys under empty landmarks and start over on the compass center.

9. If a player rolls a smile on the direction dice, he may choose his own direction to move.

10. If a player rolls a direction he cannot move to, he loses one turn.

11. The player with the most toys after 20 minutes wins.

Design Process The instructional goal for the second grade student is to understand the concept of directions. Maps contain movements of north, south, east, and west. This board game allows children to practice moving auxiliary pieces in definite directions.

Using the instructional goal as a starting point, the board game initially began as a linear movement game, perhaps a map of Mr. Roger's neighborhood? The linear notion became too restrictive, and the idea proceeded to the development of a "checker-type" format. Searching for the best board design eventually led to Winnie-the-Pooh's forest. The battlefield game allowed players to move in the four basic directions easily. Depending on the expertise of the players, some adult assistance may be needed to set up the compass and the board game's direction. The use of the compass added reality to the movement of the playing pieces.